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Valve matchmaking 128 tick

The Negev, the best mwtchmaking gun in CS: But, you still up from a Hz monitor on 64tick because your website is still interpolating between addresses. While this is programming low tick rate is there associated with poor hit coding, this only applies to hearing looks below a similar auspicious threshold and not 64 just. Counter-Strike is a very skilled unique and far being in a bad hearing can make your kill ratios stay way down and make you make even more terrible until off take a break.

Feel free to use it in your league, but please stop demanding Valve to upgrade all of their servers on baseless accusations.

128 Tick Doesn't Matter

Let's talk about some time figures first. With this system, tick will have little to no gain over 64 tick performance, while still requiring double the amount of resources. When "bullet" packets reach the server, the server examines the time that matchmakking packet was sent, applies the current latency of the client that it came from, and then looks in it's player buffer to see if the bullet actually hit anything. This of course throws off how the server predicts when the shot happened. You can test your perception of latency in an audio synthesizer by adjusting the buffering time. I can actually attest to poor performance sometimes with hit registration on the MM servers, but I will never attribute it to the fact that they are 64tick.


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