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What is the Sub-Tick System in CS2 & How Does It Affect Gameplay?

Written by MotionSettings|Published on May 20, 2026
What is the Sub-Tick System in CS2 & How Does It Affect Gameplay?

In CS:GO, servers updated the state of the game in steps (ticks) – 64 times a second on official servers and 128 times on third-party platforms like FACEIT. With Counter-Strike 2, Valve introduced the sub-tick system to bridge this gap.

Here is a breakdown of what the sub-tick system is and how it influences your inputs in-game.

1. The Technology Behind Sub-Tick

Traditional tick rates evaluate inputs at fixed time steps. If you shoot between ticks, that shot is processed at the start of the next frame. Under the sub-tick system, the server registers the **exact millisecond** you perform an action (e.g., jump, shoot, or move). The server then calculates the precise physics of your action independently of tick steps.

2. Practical Gameplay Differences

While the system initially suffered from hit registration issues and animations feeling disconnected, subsequent Valve updates have optimized network packets. Spraying feels much closer to localized inputs, and jump-throw consistency has improved dramatically.

#Sub-Tick#Server Architecture#128 Tick#CS2 Networking#Valve Updates