- 64 ticks a second
- Inputs carry exact timestamps
- Peeker's advantage β16 ms
- No 128-tick option
"Subtick" is the word Valve used to sell CS2 β and the word players blame for every shot that didn't register. Both are a little unfair. Subtick doesn't make the server run faster; it makes it remember when you did something between its updates. This guide explains what Valve actually built, why CS2 still runs at 64 ticks a second, every subtick and netcode change Valve has shipped since 2023, the few settings that really affect it, and the myths you can stop worrying about. Checked 2026-10-25.
- 64 tick on Valve's servers β one update every 15.625 ms; subtick timestamps sit on top.
- Peeker's advantage cut by 16 ms in the steady state (6 February 2024).
- Lag compensation rewinds at most 200 ms.
- Jumping went subtick in January 2026: landing time is exact and jumping no longer costs stamina.
- The setting that matters on a bad connection is the packet-loss buffer, not cl_interp.
What Valve says subtick is
Sub-tick updates are the heart of Counter-Strike 2. Previously, the server only evaluated the world in discrete time intervals (called ticks). Thanks to Counter-Strike 2's sub-tick update architecture, servers know the exact instant that motion starts, a shot is fired, or a 'nade is thrown.
Valve, Counter-Strike 2 announcement (22 March 2023)
In CS:GO an input was counted on the next tick: if you clicked 10 ms before it, the game behaved as if you clicked on it. With 64 ticks that's up to 15.625 ms of rounding on every action β the reason 128-tick servers felt better. CS2 keeps the 64 ticks but stamps every input with its real time, so the server can, for example, work out where your bullet went at the instant you clicked rather than at the next tick.
64 tick, not 128
CS2's tick rate is fixed in the game: Valve's servers run 64 ticks a second and the -tickrate launch option does
nothing. Valve has never put "64" on its marketing pages, but its own notes measure network improvements in tick-sized steps β the February
2024 cut in peeker's advantage was "16ms", almost exactly one 15.625 ms tick. What subtick can't fix is
how often the server tells you what the other players are doing: that still happens 64 times a second, which is why fast
peeks and trades can still feel close.
- 64server ticks per second
- 15.625 msbetween ticks
- β16 mspeeker's advantage, February 2024
- 200 msmost lag compensation will rewind
Every subtick and netcode change since 2023
- 22 March 2023Valve announces sub-tick: the server knows the exact instant you move, shoot or throw.
- 17 October 2023Command aliases use sub-tick accuracy.
- 9 November 2023Shot feedback always draws on the next frame
Spread is synced between client and server.
- 6 February 2024Peeker's advantage cut by 16 ms in the steady state
cl_ticktiming latency report added.
- 28 October 2024Jump height consistent to within 0.015625 of a unit anywhere on the map.
- 13 November 2024Damage prediction: kill ragdolls predicted on your screen (off at high ping).
- 29 July 2025Better damage prediction when shooting while moving.
- 17 September 2025Subtick shooting consistency and timestep-independent subtick movement.
- 21 January 2026Landing time calculated with subtick precision
Jumping no longer costs stamina.
Valve has kept refining subtick rather than removing it: the September 2025 notes promised "various improvements to subtick shooting consistency", and the January 2026 movement update moved landings onto subtick timing too β the movement guide covers what that changed for jumping.
The settings that actually matter
| Setting | Value | What it does |
|---|---|---|
cl_net_buffer_ticks | 0β2 (default 0) | The packet-loss buffer in Game settings β Valve: it controls cl_interp_ratio, which you should not modify directly |
cl_predict_body_shot_fx | 0 (off) | Draw body-shot effects before the server confirms the hit |
cl_predict_head_shot_fx | 0 (off) | The same for headshots |
cl_predict_kill_ragdolls | 1 (on) | Drop the ragdoll on your screen before the server confirms the kill |
cl_ticktiming | command | Prints a latency report (added 6 February 2024) |
sv_maxunlag | 0.2 | Server setting: lag compensation rewinds at most 200 ms |
On a clean connection leave everything at the defaults. If the telemetry HUD shows missed ticks from loss or jitter, raise the packet-loss
buffer one step in Game settings: you trade a few milliseconds of delay for smoother players. Valve's own description of that buffer is blunt β
it "controls the value of cl_interp_ratio, which you should not modify directly". cl_interp itself is read-only in CS2. The
FPS and ping guide shows how to turn the telemetry HUD on.
Subtick myths
| What you'll read | What's true |
|---|---|
| CS2 servers are 128 tick. | Valve's servers run 64 tick; sub-tick timestamps sit on top of it. |
| -tickrate 128 makes it 128 tick. | The option does nothing in CS2. |
| Lower cl_interp to fix hit-reg. | cl_interp is read-only; the packet-loss buffer (cl_net_buffer_ticks) sets interpolation. |
| Subtick was removed. | Valve kept refining it through September 2025 and January 2026. |
| Jump throws need a bind. | Valve made them consistent without one β and multi-action binds are ignored. |
What subtick means for how you play
- Stop before you shoot.
The server knows exactly when you clicked β and how fast you were moving at that instant. Counter-strafe so your first bullet goes where you aim.
- Peek with a reason.
Peeker's advantage is smaller than it was, not gone. Wide-swinging a held angle still loses to a player who's ready.
- Check your connection before blaming the netcode.
Ping over 100 ms or missed ticks will cost more duels than subtick ever does.
- Throw grenades from the same spot.
Subtick timing makes lineups repeatable; jump throws work without a bind.
Help turning duels into wins
- Peeks, trades and positioning: 1-on-1 coaching β from $18.00 an hour.
- See what really happened: demo analysis of the duels you lost.
- Read next: the crosshair guide and how to improve your aim.
- Valve β Counter-Strike 2 page Β· announcement text (22 March 2023, via VGC) Β· notes of 6 Feb 2024, 28 Oct 2024, 13 Nov 2024 and 21 Jan 2026 (copies of Valve's notes)
- Valve's game files β gameinfo.gi (sv_maxunlag, cl_interp_ratio) and the convar dump Β· Valve Developer wiki (64 tick, -tickrate). Checked 2026-10-25.
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