
CS2 Tick Rate & Subtick System: Complete Technical Guide 2025
The tick rate in CS2 determines how frequently the game server updates, while the new subtick system processes player actions between these updates for enhanced precision.
A 64-tick server updates 64 times per second, which is CS2's standard rate for matchmaking. While some third-party platforms prefer 128-tick servers (128 updates per second), Valve currently limits servers to 64 Hz.

CS2 subtick spread comparison
The subtick system revolutionizes gameplay by:
- Recording exact timestamps for player actions
- Processing inputs between server ticks
- Improving hit registration accuracy
- Providing smoother movement and shooting
Key Features of the Subtick System:
- Precise input timestamping
- Real-time server calculations
- Enhanced gameplay synchronization
- Reduced delay between action and response

Man aiming with CS2 weapon
Current Challenges:
- Some players report inconsistent hit registration
- Increased server load from subtick processing
- Ongoing debate about 64 vs 128-tick servers
Future Possibilities:
- Server optimization improvements
- Potential introduction of 128-tick servers
- Further refinements to the subtick system
While the 64 Hz tick rate might seem limiting, the subtick system effectively bridges the gap between 64 and 128-tick servers. Valve continues to optimize the system based on player feedback, focusing on maintaining smooth, precise gameplay while managing server resources efficiently.
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