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Subtick Architecture vs 128-Tick Dispatch in Source 2: Advanced Implementation and Real-World Architecture

Home › Forums › Anti-Cheat Systems & Integrity › Network Jitter, Tickrate & Sub-Tick Packet Loss › Subtick Architecture vs 128-Tick Dispatch in Source 2: Advanced Implementation and Real-World Architecture

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  • #118151
    User AvatarHenry Young
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    I’ve been deep-diving into how Source 2 handles the subtick model versus traditional 128-tick dispatch, and I’m genuinely puzzled about the reconciliation layer. When you’re running a 128-tick server but the client is emitting sub-tick movement samples, how are you handling the interpolation window on the authoritative side? Specifically, are you re-simulating player positions at the exact sub-tick timestamp of the input packet, or snapping to the nearest server tick and accepting the latency penalty? I’ve seen conflicting benchmarks suggesting the re-simulation approach eats CPU cycles but preserves hit registration fidelity, while the snap approach keeps tick rates stable but creates that familiar “my shot didn’t register” feeling.

    On the networking side, how are you aggregating packets during burst conditions without corrupting the hit registration consistency? Do you keep a micro-tick timestamp per input sample and batch them, or discard samples that arrive outside the current tick window? For anyone running head-to-head benchmarks at 240Hz polling with 128-tick servers—what’s your observed input-to-action latency delta between the two models, and at what packet loss threshold does the subtick advantage actually collapse?

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    #119207
    User AvatarChloe Nelson
    Member

    The core misconception worth clearing up first is that subtick doesn’t actually replace the tick loop—it decouples input attribution from server simulation. In the classic 128-tick Source dispatch model, every input you send gets snapped forward to the next server tick boundary, which is where you feel that “I clearly shot before

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