Valve’s <em>CS:GO</em> replacement <em>Counter-Strike 2</em> launches this summer

The tick rate stuff is super interesting to me, but I just don't have the technical experience in the topic to really understand how it works or how revolutionary it is. It sounds good in theory though, and makes me wonder what else it could be applied to.
Kinda disappointed that they didn't talk about it at GDC.

I wonder how would that be implemented. I would expect that whenever it needs to verify hit registration, it'd interpolate all the data at exact, sub-tick time. The client would need to send some sub-tick (microseconds?) time offsets for every action. In the world of FPS-es CS:GO is kind unique, because it still does the old school server-side only hit registration, which keeps things very simple and completely immune to lag hacks and such. I'd assume that CS2 doesn't change that.
 
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xoe

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I pray to the matchmaking queue that you aren't playing competitive with a steam deck
Who cares, as long as this person only plays on steam deck their skill and capabilities will correlate strongly with their rank. Also, the gyro and trackpad aiming on the steamdeck are superior to joystick. I guarantee that there are people that could beat you easily playing on a steam deck while you play on the hardware of your choice.
 
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xoe

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Dumb question: what are the odds that someone who hasn't played since original CS would be able to find a place (read: server) for casual gaming and be the slightest bit competitive? No time like the present to dive back in, but not much point if literally everyone is going to be top tier skilled. Practice is essential and fine but won't mean much if I'm dead within 2 seconds every round.
The reality of first person shooters with a low time to kill is that you're going to get killed "within 2 seconds every round" for at least a little while before you find your feet. I recommend deathmatch until you can get 1 kill for every 4 or so deaths before joining casual (I figure most people familiar with first person shooters could do this in about an hour, less if you spend some time on an aim training map learning how recoil works), after you get comfortable with casual (probably about 2-4 hours of play) start competitive matchmaking, there you'll be put in 10 placement matches with players of varying skill and subsequent matches will be with players of your own skill level.
 
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xoe

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Related question: I haven't played since beta 7.1 22 years ago. How much of the game am I going to recognize?
I don't know about beta 7.1 but I do know 1.6, and sure it's changed a lot, I'm not a super expert and I'm working off of flawed memory, but you'll recognize:
the play loop of purchasing weapons, playing a round where money is earned, and repeating
the weapons and their rough performance characteristics
how recoil works
the rough layout of a few maps
the importance of flash bangs, smoke grenades and such
the basic gunplay style of flicks, holding angles and such

Some of the biggest things that have are graphics, audio, movement, grenade mechanics, balancing and such.
 
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xoe

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I played the shit out of (Pre-)1.6 and Source, but when GO came out, I stopped playing. GO just wasn't as fun. With Source, you had lots of great server mods like gungame, and you could surf, which I don't think was possible in GO (as far as I knew/know). Surfing was my favorite thing to do, and so I stuck with Source, but all the players disappeared, so I stopped playing. If they bring back surfing, maybe I'll give it a try.
Surfing is still there, gungame is now an official mode too.
 
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xoe

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If they are allowing clients to timestamp events, how are they preventing cheats from time stamping "first" on all of their packets? If they are not allowing the client to timestamp events, how are they getting past inherent ping issues?
The stamping should appear random, any stamp modification with intent to gain an advantage will become obvious to the server.
 
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J.King

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Looking forward to it! Some of it looks worse than the current design language, almost like over exposed.
I'm glad it's not just me. The screenshots make it look almost cartoonish—which is a perfectly valid art style, but maybe not appropriate for a game of such legacy.
 
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Kinda disappointed that they didn't talk about it at GDC.
I can understand why they are not talking about it now, keep in mind that this was "basically" developed in a hermetically sealed vacuum. It's yet to be confronted with the biggest test of all: Launch day, when it touches the mess known as the internet with a floor of players trying to get a game in.
 
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dmand

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Dumb question: what are the odds that someone who hasn't played since original CS would be able to find a place (read: server) for casual gaming and be the slightest bit competitive? No time like the present to dive back in, but not much point if literally everyone is going to be top tier skilled. Practice is essential and fine but won't mean much if I'm dead within 2 seconds every round.
CS:GO is a totally different beast than the original and cs:source. I actually prefer the originals, go just feels bad, or maybe I'm just old.
 
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grimmm

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If I had to guess based on the video explanation with years of experience as a video game engineer, and some of that time spent writing networking code, the tick still happens. All positional data is updated on a tick like it currently does. You can think of this as positional snapshots of everything in the online session. But when the next tick happens, it checks to see if any actions took place between those two ticks (such as clicking to shoot a gun, this is timestamped). For that time between the frame it then calculates the sub-frame position based on some algorithm (maybe as simple as interpolation between the last two frames), and then performs the firing evaluation to determine if you hit the target.

I want to say this isn't unique or new. I have memories of this being around for a while, but struggling to find examples online.
This is a decent write-up from the MechWarrior Online lead, they had early challenges with netcode partly due to full simulation/component based damage as well as the movement speed of smaller mechs.

A bit more on their forum regarding projectile vs hitscan simulation
 
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If I had to guess based on the video explanation with years of experience as a video game engineer, and some of that time spent writing networking code, the tick still happens. All positional data is updated on a tick like it currently does. You can think of this as positional snapshots of everything in the online session. But when the next tick happens, it checks to see if any actions took place between those two ticks (such as clicking to shoot a gun, this is timestamped). For that time between the frame it then calculates the sub-frame position based on some algorithm (maybe as simple as interpolation between the last two frames), and then performs the firing evaluation to determine if you hit the target.

I want to say this isn't unique or new. I have memories of this being around for a while, but struggling to find examples online.
I remember the idea from years ago, I'm not sure if anyone ever implemented it because it was easier to just up the tickrate.
 
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taborlinthegreat86

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I'm curious how this will affect how the game performs on the Steam Deck. Going from DX9 to Vulkan should greatly reduce how much translation needs to happen. Even with the improved visuals I'm hoping for a decent performance bump on the Steam Deck.
Never played CS but I’m hoping to play on the steam deck as well. Hopefully my teammates don’t hate me too much haha.
 
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khisanth75

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It's been a long time since I played Counter Strike, the 1.6 version. Absolutely loved it and played it to death. Even killed one of the (at the time) best CS team in the world's players (4Kings) with a headshot before getting wasted. So this has really got my interest, looking forward to it. getting back into it with 18 years of experience and getting old :)
 
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CapnBFG

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Damn... article making me want to play CS again. Must resist. I developed some sort of insane obsession with the office map. That's all I played, ever. Many hundreds of hours. I know every detail of that map, in all the versions (Classic, CZ, Source, GO) to this day and damn but I enjoyed rushing the garage area with an AK and then knifing the rest of their team from behind.

Now they got to go and make a new damn version for me to obsess over again.
CSOffice. 16v16 bot match. Max out the decal limit (advanced settings in game menu).
The level becomes an absolute war-zone with corpses, blood spatter, and bullet holes everywhere.
Make sure friendly fire is turned on, otherwise the bots will just shoot you through their allies.

And to make it even more interesting, try out Counter-Strike: Source Offensive mod. Assuming you own both both games, it brings the CS:GO assets into source. So you get to use all the new maps, weapons, and factions, but it plays like CS:S.

Office was always my favorite map, and this is my favorite way to play it now. And it runs so well on modern hardware even with an asinine number of bots.
 
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keltor

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CSOffice. 16v16 bot match. Max out the decal limit (advanced settings in game menu).
The level becomes an absolute war-zone with corpses, blood spatter, and bullet holes everywhere.
Make sure friendly fire is turned on, otherwise the bots will just shoot you through their allies.

And to make it even more interesting, try out Counter-Strike: Source Offensive mod. Assuming you own both both games, it brings the CS:GO assets into source. So you get to use all the new maps, weapons, and factions, but it plays like CS:S.

Office was always my favorite map, and this is my favorite way to play it now. And it runs so well on modern hardware even with an asinine number of bots.
Yeah I only play CSS still - honestly I thought CSGO was doomed like CSZ, sadly all the worst ideas won out. :( CSSO is more like CSS x CSGO as it carries over some of the bad ideas and the bad if high poly art style.

CS2 is definitely actually CS4, but I might come back and give it a chance since the art styling looks like an improvement over CSGO. TBH, I doubt it - "forced" competitive breeds the wrong style of play for me. Thankfully CSS still works and has plenty of people playing.
 
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nights

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Dumb question: what are the odds that someone who hasn't played since original CS would be able to find a place (read: server) for casual gaming and be the slightest bit competitive? No time like the present to dive back in, but not much point if literally everyone is going to be top tier skilled. Practice is essential and fine but won't mean much if I'm dead within 2 seconds every round.
I did just that last summer. And at first I was shocked. The game is very different from the old CS. You die much faster. Folks play way more tactically with grenades etc. Also selecting a server has been replaced by match making, though I think you could still manually select one. I played the original a lot back in the day and was always top tier ranked, I’d say I need 20 to 30 hours of play to become slightly above mid tier in CS:GO. Having a job and family now meant it took me several weeks to accumulate those 20
hours.
 
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nights

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Dumb question: what are the odds that someone who hasn't played since original CS would be able to find a place (read: server) for casual gaming and be the slightest bit competitive? No time like the present to dive back in, but not much point if literally everyone is going to be top tier skilled. Practice is essential and fine but won't mean much if I'm dead within 2 seconds every round.
I did just that last summer. And at first I was shocked. The game is very different from the old CS. You die much faster. Folks play way more tactically with grenades etc. Also selecting a server has been replaced by match making, though I think you could still manually select one. I played the original a lot back in the day and was always top tier ranked, I’d say I needed 20 to 30 hours of play to become slightly above mid tier in CS:GO. Having a job and family now meant took me several weeks to accumulate those 20
hours.
 
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nights

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Dumb question: what are the odds that someone who hasn't played since original CS would be able to find a place (read: server) for casual gaming and be the slightest bit competitive? No time like the present to dive back in, but not much point if literally everyone is going to be top tier skilled. Practice is essential and fine but won't mean much if I'm dead within 2 seconds every round.
I did just that last summer. And at first I was shocked. The game is very different from the old CS. You die much faster. Folks play way more tactically with grenades etc. Also selecting a server has been replaced by match making, though I think you could still manually select one. I played the original a lot back in the day and was always top tier ranked, I’d say I needed 20 to 30 hours of play to become slightly above mid tier in CS:GO. Having a job and family now meant took me several weeks to accumulate those 20
hours.
 
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JKflipflop

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Dumb question: what are the odds that someone who hasn't played since original CS would be able to find a place (read: server) for casual gaming and be the slightest bit competitive? No time like the present to dive back in, but not much point if literally everyone is going to be top tier skilled. Practice is essential and fine but won't mean much if I'm dead within 2 seconds every round.

You're looking for Casual mode. It's just people playing for fun mostly. It's the place to get your CS senses back. You're going to get rekt your first 5 or 10 games but stick with it and you'll be nailing headshots in no time.
 
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The sub-tick thing reminds me of Overwatch's "high precision mouse input" feature - this article has some videos to illustrate it. In the traditional model, every 16 msecs the game samples the current mouse position and checks whether you've clicked the button, and if you're moving the mouse quickly there will be a big jump between where you're aiming on consecutive ticks. If you click the button 0.1 msecs after the tick, instead of 0.1 msecs before, your shot's direction might differ by a hundred pixels. When skilled players have 240Hz monitors and 1000Hz mice, they can notice that inconsistency between where the screen says they're aiming and where the game thinks they're aiming.

Overwatch still does all its simulation at 62.5Hz, but (if you enable high precision mouse input) it will remember the direction you were aiming at the instant you clicked the mouse, and will use that when processing your shot on the next tick, instead of using the direction you're aiming at the start of the next tick.

The video indicates CS2 is going a step further by handling key presses (for movement) at higher precision too. If you strafe and then shoot 5 msec later, I think traditionally your shot would come from your position after either 0 msec or 16 msec of strafing (depending on when the tick happens relative to your inputs), but now (if I understand correctly) it'll come from your position after exactly 5 msecs of strafing.

I don't think this would make much difference to network latency problems, where two clients have a different view of the world and both believe they shot first and the server has to reconcile them in a way that's bound to upset one player; that's a fundamentally unavoidable issue (though they'll have lots of tricks to improve it). It seems more about improving the consistency and predictability of the player's inputs relative to what they see on their monitor, when their monitor is a much higher framerate than the tick rate.
I wonder how the game will handle "sub-ticks" while you are dead and watching other players. You talked about mouse-polling and in my experience most games lower that rate for other players. So that is what causes their views to look "jerky" when spectating(which leads to people thinking players are hacking when their aim "snaps" to enemies).
 
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Who cares, as long as this person only plays on steam deck their skill and capabilities will correlate strongly with their rank. Also, the gyro and trackpad aiming on the steamdeck are superior to joystick. I guarantee that there are people that could beat you easily playing on a steam deck while you play on the hardware of your choice.
I mean I am sure there are people who are really good at gamepad that could beat M&K people. But there is a reason that even with crossplay on that the console and PC people are default not in the same queues.
Valve releasing a new game? I guess the sale of hats in TF2 must be slowing?
Do people just ignore the fact Valve has put out HL Alyx and Artifact over the last couple of years?
 
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