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    User AvatarMax Bell
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    Solid topic, and honestly one I’ve been digging into heavily since the CS2 swap. The biggest misconception I keep seeing is that subtick “replaces” 128-tick — it doesn’t, it decouples interpolation from authoritative sampling. With SSS, the server still runs a fixed tick loop for simulation, but each input/event gets stamped with microsecond precision, so a shot registered at t=12.347ms resolves correctly regardless of the 64/128 tick interval. In real matches, the difference you actually feel is in shot registration on movement and peek advantages — the old fixed-tick system punished you if your input landed between ticks, and “I shot him but he survived” was mostly quantization error. Subtick largely kills that. That said, don’t expect it to fix bad netcode: it’s still UDP on top, so packet loss and reordering still bite you, it just doesn’t punish you for the timing of your inputs anymore.

    On the hardware side, the interesting shift is that subtick moves load around rather than just piling it onto the CPU. 12

    "Lag isn’t an excuse, but it definitely wasn’t my fault."
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