F5F Stay Refreshed Software PC Gaming 128 ticks per second versus 64 ticks per second.

128 ticks per second versus 64 ticks per second.

128 ticks per second versus 64 ticks per second.

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ColumXB
Member
209
10-26-2016, 02:07 AM
#1
Hello, CSGO again. I'm getting used to 128 frames per second, and from a shooting perspective it feels quite different from 64 FPS. I stay steady at 64 FPS, but I notice everything seems sharper and more precise in 128 FPS—though I'm still adjusting to the changes. My performance isn't as consistent at higher settings, and I'm stuck at around 160 frames per second. My CPU struggles a bit, but it's not a big issue. The lowest frame rate recorded at 128 FPS was 111 FPS.
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ColumXB
10-26-2016, 02:07 AM #1

Hello, CSGO again. I'm getting used to 128 frames per second, and from a shooting perspective it feels quite different from 64 FPS. I stay steady at 64 FPS, but I notice everything seems sharper and more precise in 128 FPS—though I'm still adjusting to the changes. My performance isn't as consistent at higher settings, and I'm stuck at around 160 frames per second. My CPU struggles a bit, but it's not a big issue. The lowest frame rate recorded at 128 FPS was 111 FPS.

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xNoBeef
Member
133
10-26-2016, 10:55 AM
#2
No ticks is not a new cool alternative to ping; it's just another term used in different contexts.
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xNoBeef
10-26-2016, 10:55 AM #2

No ticks is not a new cool alternative to ping; it's just another term used in different contexts.

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Olly_is_Epic
Member
127
10-26-2016, 11:29 AM
#3
It's about the speed of updates between you and the server.
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Olly_is_Epic
10-26-2016, 11:29 AM #3

It's about the speed of updates between you and the server.

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DDotty2
Member
223
10-26-2016, 01:58 PM
#4
Well, actually the gap between 64 and 128 is quite noticeable. I tried using a 64-to-128 ping server—running 128 smoothly would need an extremely powerful CPU. The accuracy of the AWPing really helped me land about 30% more shots.
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DDotty2
10-26-2016, 01:58 PM #4

Well, actually the gap between 64 and 128 is quite noticeable. I tried using a 64-to-128 ping server—running 128 smoothly would need an extremely powerful CPU. The accuracy of the AWPing really helped me land about 30% more shots.

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davidx1216
Junior Member
16
10-26-2016, 03:22 PM
#5
It appears you're suggesting I'm not accustomed to this. I think it's more effective to compete at faster tick rates, though.
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davidx1216
10-26-2016, 03:22 PM #5

It appears you're suggesting I'm not accustomed to this. I think it's more effective to compete at faster tick rates, though.

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SinixYT
Member
224
10-27-2016, 08:16 PM
#6
He's talking about server tick rate. Most people agree you should aim for 300 fps so everything feels natural—even if that means adjusting your settings for better performance. That should resolve the problems you're facing. You'll get accustomed to it.
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SinixYT
10-27-2016, 08:16 PM #6

He's talking about server tick rate. Most people agree you should aim for 300 fps so everything feels natural—even if that means adjusting your settings for better performance. That should resolve the problems you're facing. You'll get accustomed to it.

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Vxniq
Junior Member
40
10-31-2016, 11:07 PM
#7
You should specify the current rates. Using the right values ensures your shots register correctly. While not in-game, launch your console and enter these commands: rate 128000 cl_cmdrate 128 cl_updaterate 128 cl_interp 0 cl_interp_ratio 1
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Vxniq
10-31-2016, 11:07 PM #7

You should specify the current rates. Using the right values ensures your shots register correctly. While not in-game, launch your console and enter these commands: rate 128000 cl_cmdrate 128 cl_updaterate 128 cl_interp 0 cl_interp_ratio 1

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walee123
Senior Member
737
11-01-2016, 02:12 PM
#8
tick rate represents a value showing how frequently the server updates its state relative to client devices each second.
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walee123
11-01-2016, 02:12 PM #8

tick rate represents a value showing how frequently the server updates its state relative to client devices each second.

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CiscoMiner
Senior Member
500
11-07-2016, 08:12 AM
#9
Sure, I'm here to help! It sounds like you're curious about a term you've come across. Let me know what it is, and I'll explain it clearly.
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CiscoMiner
11-07-2016, 08:12 AM #9

Sure, I'm here to help! It sounds like you're curious about a term you've come across. Let me know what it is, and I'll explain it clearly.

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NooLele
Posting Freak
847
11-07-2016, 12:54 PM
#10
I don't notice a major change compared to 128-64 or 64-128, though it still requires about a game to adjust to the new tickrate. Coming from matchmaking to FaceIT/CEVO needs a game to handle higher tickrates, and the same applies when returning to MM.
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NooLele
11-07-2016, 12:54 PM #10

I don't notice a major change compared to 128-64 or 64-128, though it still requires about a game to adjust to the new tickrate. Coming from matchmaking to FaceIT/CEVO needs a game to handle higher tickrates, and the same applies when returning to MM.

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