The sub-tick issue isn’t client tickrate itself, but Valve’s animation render interpolation. The bullet registers when clicked, but the visual kill feedback is delayed to the next rendered frame.
[imza align=”right”] 🎮 Battlestation & Rig: Ryzen 7 9800X3D | RX 7900 XTX Taichi | 32GB DDR5 6000 CL28 | Corsair 5000D | AOC AGON Pro AG276QZD 240Hz QHD OLED | Moza R9 V2 Direct Drive + Moza FSR Formula Wheel + CRP Load Cell Pedals | Audio-Technica ATH-R70x + Schiit Magni/Modi Stack 📍 Location: Frankfurt (Germany) “Smooth frame time pacing matters infinitely more than peak FPS.” [/imza]
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