Low FPS effects for CS:GO FX 9590
Low FPS effects for CS:GO FX 9590
The tickrate indicates how frequently the server refreshes itself each second The FPS shows the number of frames displayed per second Generally, a 144 Hz screen can run at 5000 FPS and still appear as one second of detail each second.
CS:GO works well with high-refresh-rate displays. Most players achieve over 150fps on solid graphics cards. I’m using Insurgency on my upstairs backup machine—a Q6600 with 3.3ghz and an 8800GT equipped with 8GB RAM.
But you're right to question what the system actually displays. Let's assume a character X moves steadily across the screen each tick. (1 second) X = position per tick/frame. (5 frames per second) X ? X ? X ? X ? X <-tickrate: 5 XXXXXXXXXXXX <-fps: 12 What happens if I fire at him? The game will report a miss, yet it'll seem like my shot was accurate. Maybe at 64 ticks the updates are too fast to notice anything unusual, but higher rates reduce server errors which is why tournaments use 128 tick servers. This doesn't seem to apply to BF4, where the tickrate is 30. That's why many people are upset. At 30 frames per second it's clear some bullets aren't logged properly. But it's still acceptable. Think about the original 10 Hz rate BF4 had, and the one still present in BF3.
According to what I understand, the game predicts events between two ticks, which explains why you sometimes see characters jumping or flying in online games. The server receives data from your PC each tick, displays what will happen, and then updates based on your actions and the other player's. This process happens very fast—around 60 Hz—so most players won’t notice it. Even in competitive games, players train hard and would likely feel the difference.
We refer to it as Low-fps in CS:GO when the frame rate is under 100. The 4960k was released nine months after the 9590.