CS2 Subtick System & Server Tick Rate: Complete Guide 2025

CS2 Subtick System & Server Tick Rate: Complete Guide 2025

By Marcus Thompson

January 14, 2025 at 11:26 AM

The subtick system in CS2 revolutionizes how player actions are processed, offering more precise gameplay despite the standard 64-tick rate servers.

A tick rate determines how often a game server updates the game state. CS2 uses 64-tick servers (64 updates per second) for matchmaking, while some third-party platforms attempted to run 128-tick servers but are limited by Valve.

The subtick system overcomes traditional tick rate limitations by:

  • Recording exact timestamps of player actions
  • Processing inputs between server ticks
  • Improving hit registration accuracy
  • Providing smoother movement and shooting

CS2 subtick spread comparison

CS2 subtick spread comparison

Key Features:

  • Instantaneous input processing regardless of tick intervals
  • Precise action timestamps
  • Real-time server calculations
  • Enhanced gameplay synchronization

Current Server Status:

  • Official CS2 servers run at 64 Hz
  • Subtick system reduces the perceived need for 128-tick servers
  • Some players still prefer 128-tick servers for competitive play

Man aiming with CS2 weapon

Man aiming with CS2 weapon

Challenges and Future Improvements:

  • Occasional hit registration inconsistencies
  • Higher server resource requirements
  • Potential server optimizations
  • Possible introduction of 128-tick servers for professional play

While some players advocate for 128-tick servers, the subtick system effectively bridges the gap between different tick rates. The system continues to evolve, with Valve working on improvements to enhance precision and overall player experience.

The combination of 64-tick servers and the subtick system provides a solid foundation for competitive play, though future updates may further refine the experience based on community feedback and technical advancements.

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