Spent over 10 hours editing this today and over 20 hours on this video in total I would love to do more of these "big" projects in the future, so if you enjoyed watching the video, a like and a comment will mean everything ♥
Good video but some constructive feedback. Idk if people care just listening to a compilation of your friend just saying 64tick or 128tick over and over again. For the ropz section it would've been nice to have on the screen if it was 64 or 128tick so we know how well he's doing he's talking.
I agree, it was pretty tedious and unnecessary hearing them say 64 & 128 tick over and over again, could've been made much more simple and digestible. But a very good video idea, we need the awareness for CS2.
People who practice bhop a lot get used to the timing of scroll jumps with that tickrate. 64 tick needs different scroll jump speed compared to 128 to hit more consistent hops. It's a pretty obvious difference once the player learns to bhop consistently on one tickrate.
This for me is by far the easiest way to detect that you are on a 64 tick server. I'm no bhoping god, but I do it alot and have always liked the bhop in cs ever since the earliest days.
you don’t have to be good to be able to tell. I’m not the greatest so I just compare it to how consistent it is to hit hops at my scrub skill level. If I can’t hit two in a row without many attempts then I know it’s 64.
yep! but if the game is 64 tick only going forward, even though many people wont know the difference, in the pro play at least, pro players will start to feel less consistent for sure
@@AK-pure Idk how you can hate loba when this video clearly shows you that he was right. Huge difference. Loba got himself to FPL, you think he can't tell the difference like Ropz? He is leagues above NEOK who is mainly a MM player.
when ropz mentions that the sound cue is different from 64 to 128, i think the rhythm at which the gun fires (esp. when doing a full burst) is slightly inconsistent in 64 compared to 128.
i think its to do with the issue in the recent mrmaxim video where the gun animation plays at the end of the tick, even if you shoot halfway through one. that would mean the gun sounds are delayed on all tickrates, but less so on 128 vs 64
Possibly but I believe that's more of a sub-tick thing. by "slower" he could have also meant just response time from the server. Maybe I'm just autistic, but I can feel the difference in tickrate just by picking up or dropping weapons. It's always slightly more responsive on 128. Tickrate is also the difference between the deagle being a pocket AWP and a waste of money beyond 20ft lmao@@tekno47
@@badvf no, its a problem in csgo too. gunshot animations/sounds are just delayed from when you click rather than desynced with shots since everything is processed each tick in csgo.
@@tekno47 in CSGO with the old tickrate system both the shot and the animation starts at the next server tick. What causes the delayed animation is subtick, the shot registers immediately but the animation starts at the next server tick. He even explains it in the video you're talking about, that's the difference between CSGO and CS2, and why CS2 feels off and inconsistent
Getting 0-7 correct basically means ur guessing. I mean there’s a 50/50 chance of guessing right. But Ropz getting 100% correct is definite proof he can feel it.
If you consistently get 0-3 correct you have a highly accurate hit rate. you just need to flip your answer. anything close to 50% is when youre guessing and not experiencing a difference.
As someone who plays 128 tick FFA and 64 tick Valve MM, I'm very surprised at how few people mention spraying as a noticeable difference between the tickrates. Even with very few hours if you know the difference with the sprays you can probably get 70-80% correct guesses
I Think the difference between 64 tick and 128 tick is way more noticable in actual matches where 128 tick just feels so much smoother in every way, started by just running around but especially when it comes to fast gunfights, spray and long range 1 tap hit registration where the hitreg difference at least for me becomes extremly reckognizable in those situations.
I wonder how neok feels about the difference between 64 and 128 - I think he plays a lot of MM (64 tick) and maybe feels comfortable there as well, while I think I felt a lot different playing Faceit/community dm (128 tick) and MM, and I feel a huge improvement when playing in a 128 tick server after a while of just playing MM. What I'm saying is, maybe he doesn't notice the difference in tickrate that much because he feels comfortable in both.. Also, I wouldn't be surprised if ropz would outdo all the other pros in this experiment because he's so damn clean with all his mechanics (even relative to pros).
i remember the days of 33 tick and 100 tick in css the difference was like a completely new game. guns shot so much faster in 100tick. meta for firing mechanics were totally different. spraying on 33 tick was so dumb. then spraying on 100tick was like your full clip dissapeared in a second
Yep, but almost the same happens in csgo. I like the Way u say meta on different tick rates because for me on 64 tick, fast tapping is so much better than spraying. But on 128 tick its just way more viable to spray. (Not that tapping is bad on 128 ofc)
100% agree with you. fast tapping probably works well on 128 tick but is so hard to tap at the speed u can spray, might aswell go full auto @@whitewatercsgo i remember playing on 33 tick servers and tapping and 2 shot bursts were incredible cos the spray was so slow and harder to control because it was so slow. also the scout and awp were even more OP on 33 tick
1 second on 100 tick is still 1 second on 33 tick. A weapon has a fire rate which dictates how fast you can empty a clip, that duration is the same no matter the tickrate.
@@MrBa143 It's through sound and animation you can differ. The feel cs2 always had before the release was the animation was completely off synced with the hit registration so the shooting felt impossible. In csgo it's different syncs that you can tell apart if you know what to look for
Good job NaTo, we needed a well-planned test and you delivered. Thank you for putting the effort in, now let’s hope that our beloved overlords at Valve take notice.
I only have 600 hours in the game, and 90% of that is spent in surf and bhop servers, I can always tell the difference when it comes to just movement alone. Also when he said that he could hear the difference with the AK, I was surprised because I thought I gaslit myself into thinking that years ago when I played MM.
Im not a professional player and I easily feel the difference. Not as much in movement (ropz did insanely good) but when it comes down to gunplay, how consistently I can hit moving targets, phenomenons where you shoot with awp and you can hear the sound yourself but the bullet doesn’t fire etc. there is a world of difference!!
@@MrBa143 true but every thing around is inconsistent (all other delays (for example animations like peeking, shooting etc) are random depending on how far away the next tick is so everything else is inconsistent). Which is way worse than just a fixed amount of delay which is the same every time.
valve fanboys: "Nooooooooo, you cant tell the difference between 64 and 128 tick, theres only 7 ms per tick diff and even pros cant tell it" pro players:
This isn't "pro players". Ropz is probably the most qualified person for this test. He is one of the most mechanically gifted players and a KZ record holder. This test literally proved that a 3,5k elo player can't tell a difference. Which means 99% of the playerbase would fail this test. And you would aswell.
@@arcticcmonkey I would fail this test? @natosaphix pls make the same video with me Even then even if not all pros would have been able to get 30/30, this video still proves that 128 tick is the better version
@@arcticcmonkey you're literally missing the point. IT IS POSSIBLE TO TELL THE DIFFERENCE BY FEELING ALONE. PROS CAN TELL THE DIFFERENCE. Valve rakes in billions every year from cases alone and still skimps on 128 like come the fuck on
@@tolgacam1907 Anyone questioning whether 128 is better is a moron, the question is whether it's a big enough of difference to matter. I would still agree that it's probably worth it to go 128T though
The idea of the video was very good. However, I must say that only 2 people are not enough to conclude that casual gamers cannot perceive the difference between a 128 and 64 tick rate. It would be very interesting to see this same experiment with at least 50 players who have more than 3,000 hours of gameplay.
Its key to note that even those who would guess wrong could still subconciously be affected by the tickrate. Just because they cannot identify it, does not mean they cannot tell something is off without being able to place it.
Keep in mind this ignores subtick and the subtle difference between server actions and client-side animations. Interesting test, but I think those points are important for the CS2 debate.
Funny thing for me is I can tell 64 from 128 by space bar bunnyhopping. On 64 I can successfully do it, less ticks more room for error. But scroll wheel jumping is harder. Then its vice versa on 128.
It’s not even pro level, it’s just those other two being tested were not very big on movement I’m guessing. It’s like ropz said, if you can bhop you can feel it. 64 tick hops you hit the ground later so you have to scroll a bit later. 128 tick you can scroll nice and early it feels crisp and fast. You can get equally consistent on both ticks, but since ropz is used to 128 (not scrolling late) he never hits the hops on 64 because he most likely doesn’t know you have to scroll later
@@NiceEvils in a random sample of only 5, you can be (with 95% confidence) sure that the correct number falls between the highest and lowest values. A huge sample size is not required for confidence
Fantastic video well done. I know everyone is different, but I am only lvl 9 and supreme on csgo. I am not a movement god or anything so I would 50-50 the movement stuff, but just spraying it is so damn easy to tell,recoil is affected much more at a lower tickrate.
@@AstreaTV_ doesnt mean it shouldnt be changed. For me personally, it was always about responsiveness, quick actions that made me love cs. And it seems like valve will force 64 tick even for pros, which is a no-go anyway. They make alot of money, theres actually no reason not to upgrade the servers. I dont understand the debate. Theres no downsite to it. Only benefit.
It obvious that 128t is better and all. All i'm saying is that valve probably wont do it, which is quite sad. Hope they make their subtick system really good@@raxOG-
It wasn’t locally hosted, he even said he used servers in different locations in Europe. By the way the result is unless you’re a pro player tick rate doesn’t matter since even a 3,5k elo player couldn’t tell. Only redeeming factor is the very limited sample size.
I think he just use vpn, also just cause one guy whos 3.5k couldn't tell doesn't mean everyone else wont be able to tell. That is some of the most flawed logic I've ever heard. @@sebastianbinder8215
who remembers natosaphix csgo lounge betting predictions man u made me so much money when i was 16 years old and had no clue who to bet on LMFAO u the best
That's his signature move? the entire route? or what xD cause i always do it the exact same way except that i go on the second pillar thing before strafing right
This is a decent gimmicky experiment but it's not really conducted well enough (in terms of "scientific method", its a cool video for sure) to say its "safe to conclude" anything much, other than there clearly is a difference between the two. Ropz getting 100% is hard to explain otherwise. That also supersedes the conclusions of the other players - it doesn't matter much what my opinion is of a world cup soccer ball because I just don't know enough to know the meaningful difference. But if I play with a bad ball it still may effect me. My ignorance of its influence doesn't necessarily equate to it not HAVING an influence. You can't just handwave that and say "it doesn't matter" unless you're ropz. Additionally, Neok seems to have simply attached the wrong conclusion to what he was noticing, but he was still noticing it. that's what i think meant he did worse than the casual player. If you had run this once where you told them the tickrate, before then removing that knowledge so they had a reference to which is which, I bet he'd do far better. His negative correlation may just indicate him noticing things in the negative direction. Of course you'd have to run some more samples and maybe with some better practices (eg you probably shouldn't even speak to them, and if you do you certainly shouldn't know the answer) to really make a dent in figuring that out.
It's not only ropz guessing 100% but also him guessing in less than 2seconds each time. He then runs a few more tests to verify for good measure but everytime he said "this feels 64y" he then verified. He never went back from his initial impression.
Simplest test if a server is 64 or 128 tick for me is on Cache. Because I struggle real bad jumping on top of that container in T spawn, but I never had any issues on 128tick.
the reason for this is actually that you cant input a +jump keybind 2 ticks in a row on csgo. It is impossible. It is an intentional limitation to nerf bhoppers. If you do, it will do nothing at all. And I believe that if you tried to input +jump for 10 consecutive ticks, you will not jump on any of them, because even though the +jump doesnt go off on 1 tick, the next tick still is locked out of +jump because you TRIED to input it on the last frame. It just so happens that it's not reasonable for a mousewheel to spin 128 times a second or faster, so even if you miss the exact tick that you landed on the ground for a perfect bhop, you still got pretty close and kept most of your speed. When you're down to 64 tick, it's easier to lock yourself out of the perfect tick and the ticks near it, and that's when you don't jump at all or jump late and lose a lot of speed.
Everyone feels the difference, casuals just don't know what the difference is, either because of lack of mechanical skill or just knowledge about the game.
fps dropped by about 1-2 fps from 700 to 699 therefore 128 tick is unviable,(valves reasoning for not adding 128 tick), but valve go ahead and release the new game that nuke fps by 70%, great job guys
It's likely because more data will be sent and received per second on 64 tick Cs2 than in 128 tick Csgo. Upping the tickrate to 128 on cs2 would make this issue twice as large, and for those who don't have good Internet this would be a death sentence to enjoyable gameplay. It would end up feeling less smooth than 64 tick due to the lag.
@@ubbystoned Good internet argument in 2023, LOL, I live in one of worst place to have internet and my speed is 10 mbps, More than enough to play CSGO or any kind of online games. 0 packet loss cause even a stable 1 mbps is good enough for online gaming and I have 10 times better than that L take granpa
I mean, CS is his job, It'd be kinda awkward if he couldn't feel the difference. However, getting 64-tick many times in a row he also started getting confused which in return means you also get used to playing like that. This is also tested in CSGO and not CS2.
He started getting confused because he did not expect them to be so many in a row. That does not mean he didn't knew which server he was playing on. He literally said that, if you put him on a good server, he will know. It does not matter were it was tested because Ropz in the last month has made some interesting tweets like " 1)"Disclaimer: This is about tick-rate, not sub-tick. If Valve can make sub-tick better than 128t, that would make everyone happy. I hope they do." 2)Yeah this needs to be addressed. I sent this to Valve like a month ago, but not sure it is explained well. I know they said it was adjusted to be same as 128t in CS:GO, but it definitely isn’t. As a bhopper you simply don’t get stuck on the ground, which still happens in CS2 Premier matches. I don’t think it has anything to do with skill, even the best bhoppers would currently get stuck, the timing window to hit it is just too small. It’s simply inconsistent." 3)"Money shouldn’t be an issue here for Valve. If it’s a competitive game, I would expect to play in the best optimal environment. 128t isn’t anything ridiculous. I understand if the product is built around an average player, but this is CS. This isn’t just another game that comes out every other year, instead it’s one of the most competitive games of all time in existence. It deserves the highest quality. People have been playing 128t for 10 years now, I haven’t seen a single serious complaint about it being bad or people needing something better. They don’t need to provide it for everyone. Make people pay for it, whatever you’d like. There are so many different options which could work and make everyone happy." 4)While it may improve slightly, in the end that difference between 64t and 128t will definitely remain. I experience this all the time when I load up maps offline accidentally in 64t. The key differences will be the same whether it's better or worse servers. Spraying is different, bhopping is different, strafing and counter-strafing while tapping is different, not to mention hitreg. I think 128t is high enough for all of those things, having such small delay that it would be very rare to have a bad user experience even for skilled people. Praising 64t is a bit of a red flag 5) @ropz 18 sept. A reminder that I’ve criticised sub-tick since day 1, I’m not dickriding anyone.
i've done this test myself with friends and i can also tell the difference 100% but in different ways that was used in this video. Like ROpz, i know the 2 bullet burst difference he talks about. So the aim challenge i would of gotten right. But i got 0 movement so i couldn't fuckin tell based on a movement test. I play a 1v1 when i did my tests, shoulder peeking/jiggling fights. I can tell tickrate based on how i die/get shot. ANgle fights. And i am sad to say, but ive said this before. 'noobs' can't tell the difference. perhaps its the way i express myself that has always gotten me hate. But i knew i was always right. I'm sad it took so long to make a proper video with Ropz, Thank you. ofc there is a difference. not some placebo.
Spent over 10 hours editing this today and over 20 hours on this video in total
I would love to do more of these "big" projects in the future, so if you enjoyed watching the video, a like and a comment will mean everything ♥
Good video but some constructive feedback. Idk if people care just listening to a compilation of your friend just saying 64tick or 128tick over and over again. For the ropz section it would've been nice to have on the screen if it was 64 or 128tick so we know how well he's doing he's talking.
@@zam2890 Always appreciate some constructive criticism!
I'll keep it in mind for future videos
@@NaToSaphiX I think this video is really important tho to show the importance of 128 tick for high level play. Keep it up
im sorry but this is unwatchable. video could have been 5 minutes long with some graphics to show the results of each person's test.
I agree, it was pretty tedious and unnecessary hearing them say 64 & 128 tick over and over again, could've been made much more simple and digestible. But a very good video idea, we need the awareness for CS2.
First of all, great video idea Nato!
And ropz is a monster.
Thank you, bro ❤️
Means a lot coming from the GOAT CS:GO creator
EST power
ropz getting every single one correct is wild
well not really
@@reboot1337 im smelling copium
@@crusaderonmeth454you can tell it’s a big difference
@@SethThrowcept Neok couldn't, he has thousands of hours.
I still dont know ropz' score. Where is it? This video is so bad
Imagine being so good at this counter strike you can legitimately say your failed bhops because of the game and not yourself.
People who practice bhop a lot get used to the timing of scroll jumps with that tickrate. 64 tick needs different scroll jump speed compared to 128 to hit more consistent hops. It's a pretty obvious difference once the player learns to bhop consistently on one tickrate.
This for me is by far the easiest way to detect that you are on a 64 tick server. I'm no bhoping god, but I do it alot and have always liked the bhop in cs ever since the earliest days.
you don’t have to be good to be able to tell. I’m not the greatest so I just compare it to how consistent it is to hit hops at my scrub skill level. If I can’t hit two in a row without many attempts then I know it’s 64.
It's literally the easiest way to tell if a server is 128 tick or not. You can tell instantly with scroll wheel bhopping
Any body with good mechanics will understand that 100%!!!!
Ropz has net_graph 1 built into his brain
Glad that he recorded his screen, not sure if anyone would have believed it otherwise
play vnl kz on 64t and on 128t and u can see the huge different
nah everyone would believe Ropz haha
as expected of ropz
Ropz is an s-tier pro at this stuff especially. I’d be shocked if all pros could 30/30 this.
yep! but if the game is 64 tick only going forward, even though many people wont know the difference, in the pro play at least, pro players will start to feel less consistent for sure
Imagine ropz doing the nuke jump 15-14 up in major playoffs and then he fails because of the tickrate
Im pretty sure Ill get 30/30 or extremely close 🥶
@@whitewatercsgo yes men you are just like ropz
@@CPSPD 17.5k hours should do something
His level of observation is insane
Ropz is a cs genius
You should do this test to Loba to get the ultimate test
W
Theres no trusting that guy to do it fairly, he'll probably cheat to be right considering how much flak he's got on Twitter.
what did he gett flak for?@@AK-pure
@@AK-pure Idk how you can hate loba when this video clearly shows you that he was right. Huge difference. Loba got himself to FPL, you think he can't tell the difference like Ropz? He is leagues above NEOK who is mainly a MM player.
1/30
no fucking way ropz got 30/30. this is a solved cold case for me
ropz being so good makes sense. Bro made the game.
when ropz mentions that the sound cue is different from 64 to 128, i think the rhythm at which the gun fires (esp. when doing a full burst) is slightly inconsistent in 64 compared to 128.
i think its to do with the issue in the recent mrmaxim video where the gun animation plays at the end of the tick, even if you shoot halfway through one. that would mean the gun sounds are delayed on all tickrates, but less so on 128 vs 64
Possibly but I believe that's more of a sub-tick thing. by "slower" he could have also meant just response time from the server. Maybe I'm just autistic, but I can feel the difference in tickrate just by picking up or dropping weapons. It's always slightly more responsive on 128. Tickrate is also the difference between the deagle being a pocket AWP and a waste of money beyond 20ft lmao@@tekno47
@@tekno47 bro, that's in CS2 only, this is CSGO..
@@badvf no, its a problem in csgo too. gunshot animations/sounds are just delayed from when you click rather than desynced with shots since everything is processed each tick in csgo.
@@tekno47 in CSGO with the old tickrate system both the shot and the animation starts at the next server tick.
What causes the delayed animation is subtick, the shot registers immediately but the animation starts at the next server tick.
He even explains it in the video you're talking about, that's the difference between CSGO and CS2, and why CS2 feels off and inconsistent
Getting 0-7 correct basically means ur guessing.
I mean there’s a 50/50 chance of guessing right.
But Ropz getting 100% correct is definite proof he can feel it.
If you consistently get 0-3 correct you have a highly accurate hit rate. you just need to flip your answer. anything close to 50% is when youre guessing and not experiencing a difference.
Apologies for the 360p, video is somehow still processing 1 hour later
twitter.com/NaToSaphiX/status/1705284477507838146
bow down to ropz, this kid is insane, so much respect !
As someone who plays 128 tick FFA and 64 tick Valve MM, I'm very surprised at how few people mention spraying as a noticeable difference between the tickrates. Even with very few hours if you know the difference with the sprays you can probably get 70-80% correct guesses
Exactly. I remember years ago n0thing made a video about the difference between 64 tick and 128 tick spraying.
Casual RUclipsrs going to make Valve keep 64 tickrate…
Yep. I used to be decent at spraying in cs on faceit especially and in cs2 it’s horrible lol
Well look at Neok, the middle guy. Hes very highly rated in FaceIt. You're speaking such bullshit. Youd get 3/30
Ropz is a true nerd, I love him. Also he's a real one for doing all these tests with you
I Think the difference between 64 tick and 128 tick is way more noticable in actual matches where 128 tick just feels so much smoother in every way, started by just running around but especially when it comes to fast gunfights, spray and long range 1 tap hit registration where the hitreg difference at least for me becomes extremly reckognizable in those situations.
Those casual authors going to make Valve keep 64 ticks.
Agreed. Sucks we got “subtick” instead of just going for 128, it’s just better
@@NillowoSubtick is lightyears better than 128. It will just never be optimal until its subtick 128
@@TriWaZe What exactly do you mean by "subtick 128" ?
@@MrBa143 Literally what I said. Right now we have subtick on a 64 tick server. We need subtick on a 128 tick server
I wonder how neok feels about the difference between 64 and 128 - I think he plays a lot of MM (64 tick) and maybe feels comfortable there as well, while I think I felt a lot different playing Faceit/community dm (128 tick) and MM, and I feel a huge improvement when playing in a 128 tick server after a while of just playing MM.
What I'm saying is, maybe he doesn't notice the difference in tickrate that much because he feels comfortable in both..
Also, I wouldn't be surprised if ropz would outdo all the other pros in this experiment because he's so damn clean with all his mechanics (even relative to pros).
he feels comfortable in MM as I will be comfortable on boxing ring against 1st graders
I can guarantee you that no professional player would score under 28/30 in this test.
@@AtlasV- I dare say this stands true for any competitive player above 2-3k hours. Competitive meaning tryhard.
I havent played 128 tick in like 5(?) months 😎👍🏻
This is very important actually
30/30 is crazy. Pros are wild
i remember the days of 33 tick and 100 tick in css the difference was like a completely new game. guns shot so much faster in 100tick. meta for firing mechanics were totally different. spraying on 33 tick was so dumb. then spraying on 100tick was like your full clip dissapeared in a second
Yep, but almost the same happens in csgo. I like the Way u say meta on different tick rates because for me on 64 tick, fast tapping is so much better than spraying. But on 128 tick its just way more viable to spray. (Not that tapping is bad on 128 ofc)
100% agree with you. fast tapping probably works well on 128 tick but is so hard to tap at the speed u can spray, might aswell go full auto @@whitewatercsgo i remember playing on 33 tick servers and tapping and 2 shot bursts were incredible cos the spray was so slow and harder to control because it was so slow. also the scout and awp were even more OP on 33 tick
1 second on 100 tick is still 1 second on 33 tick. A weapon has a fire rate which dictates how fast you can empty a clip, that duration is the same no matter the tickrate.
@@MrBa143 play css on a 33tick server and then on 100tickrate server and get back to me
@@MrBa143 It's through sound and animation you can differ. The feel cs2 always had before the release was the animation was completely off synced with the hit registration so the shooting felt impossible. In csgo it's different syncs that you can tell apart if you know what to look for
Good job NaTo, we needed a well-planned test and you delivered. Thank you for putting the effort in, now let’s hope that our beloved overlords at Valve take notice.
Appreciate the kind words ❤️
ROPZ IS THE BEST
Ropz just being an absolute legend like always
I only have 600 hours in the game, and 90% of that is spent in surf and bhop servers, I can always tell the difference when it comes to just movement alone. Also when he said that he could hear the difference with the AK, I was surprised because I thought I gaslit myself into thinking that years ago when I played MM.
that burst is hela obvious, and 100% more obvious if you use crosshairstyle 5. Its legit slower on 64 tick.
Im not a professional player and I easily feel the difference. Not as much in movement (ropz did insanely good) but when it comes down to gunplay, how consistently I can hit moving targets, phenomenons where you shoot with awp and you can hear the sound yourself but the bullet doesn’t fire etc. there is a world of difference!!
I easily do too. But if I was forced to stand still I’m not sure I could. The biggest win with 128 tick is the fluent movement in my opinion.
Yes 100% It’s always the moving targets. I really hope they will improve cs2 way more. Right now it’s honestly way less accurate than csgo!
@@themomorain Well technically hit reg in CS2 is even more accurate than 128 tick in csgo.
@@MrBa143 true but every thing around is inconsistent (all other delays (for example animations like peeking, shooting etc) are random depending on how far away the next tick is so everything else is inconsistent). Which is way worse than just a fixed amount of delay which is the same every time.
Thank you for making him jump it properly at the end. It would have killed me to not see it.
Banger vid.
Goord work and very interesting experiment -- thanks NaTo! ropz is wild.
Any idea about doing a video on sub tick? Thanks this was great
Insane that he got all right. Shows his dedication to the game what a legend.
what a banger video nato!!
final ansurrr
valve fanboys: "Nooooooooo, you cant tell the difference between 64 and 128 tick, theres only 7 ms per tick diff and even pros cant tell it"
pro players:
clueless comment, you realise theyre talking about cs2 right?
This isn't "pro players". Ropz is probably the most qualified person for this test. He is one of the most mechanically gifted players and a KZ record holder. This test literally proved that a 3,5k elo player can't tell a difference. Which means 99% of the playerbase would fail this test. And you would aswell.
@@arcticcmonkey I would fail this test? @natosaphix pls make the same video with me
Even then even if not all pros would have been able to get 30/30, this video still proves that 128 tick is the better version
@@arcticcmonkey you're literally missing the point. IT IS POSSIBLE TO TELL THE DIFFERENCE BY FEELING ALONE. PROS CAN TELL THE DIFFERENCE. Valve rakes in billions every year from cases alone and still skimps on 128 like come the fuck on
@@tolgacam1907 Anyone questioning whether 128 is better is a moron, the question is whether it's a big enough of difference to matter. I would still agree that it's probably worth it to go 128T though
great video NaTo, sad they locked CS2s tick rate cuz i would love to see ropz test both tick rates on the new sub-tick system
Doesn't faceit do 128 tick in CS2?
@@zonathanplayz4445valve hardcoded cs2 to 64tick after people posted data in reddit that faceit servers were 128tick
@@zonathanplayz4445
Faceit 128 tick was much better so to stop people from going to faceit, valve locked cs2 to 64 tick.
@@NOU-iw3gbhonestly yeah lol
The idea of the video was very good. However, I must say that only 2 people are not enough to conclude that casual gamers cannot perceive the difference between a 128 and 64 tick rate.
It would be very interesting to see this same experiment with at least 50 players who have more than 3,000 hours of gameplay.
Smart experiment! 👏 well done
Appreciate the kind words ♥
Its key to note that even those who would guess wrong could still subconciously be affected by the tickrate. Just because they cannot identify it, does not mean they cannot tell something is off without being able to place it.
Keep in mind this ignores subtick and the subtle difference between server actions and client-side animations.
Interesting test, but I think those points are important for the CS2 debate.
Funny thing for me is I can tell 64 from 128 by space bar bunnyhopping. On 64 I can successfully do it, less ticks more room for error. But scroll wheel jumping is harder. Then its vice versa on 128.
So unless you're ropz, your accuracy at guessing is as good as random?
this is one of the best csgo videos ever
It almost has the same vibe as when Steph Curry was dribbling and he missed the ball and instantly pointed out that for was bad
So basically below the pro level, it's the same as random guessing
But, while casuals don't know what makes the difference, they will still be affected by it. Albeit, not very much.
could be because they don't know what to look for, ropz did say that there is a delay in the sound when bursting/spraying.
It’s not even pro level, it’s just those other two being tested were not very big on movement I’m guessing. It’s like ropz said, if you can bhop you can feel it. 64 tick hops you hit the ground later so you have to scroll a bit later. 128 tick you can scroll nice and early it feels crisp and fast. You can get equally consistent on both ticks, but since ropz is used to 128 (not scrolling late) he never hits the hops on 64 because he most likely doesn’t know you have to scroll later
lol nice reasoning, so based on such a small sample size we can come to your conclusion?
@@NiceEvils in a random sample of only 5, you can be (with 95% confidence) sure that the correct number falls between the highest and lowest values. A huge sample size is not required for confidence
Fantastic video well done. I know everyone is different, but I am only lvl 9 and supreme on csgo. I am not a movement god or anything so I would 50-50 the movement stuff, but just spraying it is so damn easy to tell,recoil is affected much more at a lower tickrate.
6:30 that's exactly what I've been telling people what difference I feel between 64tick and 128 tick.
Yeah. Thought I was crazy because I thought this to myself years ago. Glad to see more people feel that difference.
so r they any cons compared to 128 vs 64? only seems like benefit from this
Great video and editing!
Great video! I would love to see another one with new test subjects, especially since ropz is clearly not human 😅
thats kinda crazy
love waiting for and watching videos about 128 tickrate in 360p
Should be a RUclips issue, video is somehow still processing 1 hour later
this test is amazing! Thank you!
Doing the lords work thank you
Where is the *helloguysmynameisNatoSaphixandtodaywehaveanothervideoandthistimeit's...*
that actually convinced me that 128 DOES make a difference.
I was already convinced but this makes the case against 64 tick much stronger
It's literally the opposite? If casual can't tell the difference why would valve care. @NaToSaphiX
@@NaToSaphiX*in csgo
@@AstreaTV_ doesnt mean it shouldnt be changed. For me personally, it was always about responsiveness, quick actions that made me love cs. And it seems like valve will force 64 tick even for pros, which is a no-go anyway. They make alot of money, theres actually no reason not to upgrade the servers. I dont understand the debate. Theres no downsite to it. Only benefit.
It obvious that 128t is better and all. All i'm saying is that valve probably wont do it, which is quite sad. Hope they make their subtick system really good@@raxOG-
I can always appreciate some thorough research!
Now causals can no loner use that argument “It was tested that people cannot feel the difference between 64 and 128 tick”
I was wondering why I can't hit my bhops in CS2.
We want to see other pros go through this challenge. Great Video!
6:40 in case some of you viewers feel no impacts, just remind "95 in 3 "by 64 ticks rates
WHAT A FUCKING GOD Ropzicle
please do a best cs2 settings please i swear my game feels like valorant and i hate it
Why is this still being debated...? It's also more noticeable on a server vs players instead of just a local hosted server vs bots...
It wasn’t locally hosted, he even said he used servers in different locations in Europe.
By the way the result is unless you’re a pro player tick rate doesn’t matter since even a 3,5k elo player couldn’t tell. Only redeeming factor is the very limited sample size.
I think he just use vpn, also just cause one guy whos 3.5k couldn't tell doesn't mean everyone else wont be able to tell. That is some of the most flawed logic I've ever heard. @@sebastianbinder8215
Wonder if ropz could do the same without the audio cues
ropz is constructed by stuff of legends
who remembers natosaphix csgo lounge betting predictions man u made me so much money when i was 16 years old and had no clue who to bet on LMFAO u the best
HAHAHAHAHAHAHA
Run it back??
That's his signature move? the entire route? or what xD cause i always do it the exact same way except that i go on the second pillar thing before strafing right
now how bout the crappy sub tick rate inforced in cs2? im getting shot when fully behind walls,, its insane. great vid
Bro getting ropz on the test was the first mistake, he is an outlier, I would have been more convinced it was anybody else, still good video
Great vid mane
This is a decent gimmicky experiment but it's not really conducted well enough (in terms of "scientific method", its a cool video for sure) to say its "safe to conclude" anything much, other than there clearly is a difference between the two. Ropz getting 100% is hard to explain otherwise. That also supersedes the conclusions of the other players - it doesn't matter much what my opinion is of a world cup soccer ball because I just don't know enough to know the meaningful difference. But if I play with a bad ball it still may effect me. My ignorance of its influence doesn't necessarily equate to it not HAVING an influence. You can't just handwave that and say "it doesn't matter" unless you're ropz.
Additionally, Neok seems to have simply attached the wrong conclusion to what he was noticing, but he was still noticing it. that's what i think meant he did worse than the casual player. If you had run this once where you told them the tickrate, before then removing that knowledge so they had a reference to which is which, I bet he'd do far better. His negative correlation may just indicate him noticing things in the negative direction. Of course you'd have to run some more samples and maybe with some better practices (eg you probably shouldn't even speak to them, and if you do you certainly shouldn't know the answer) to really make a dent in figuring that out.
It's not only ropz guessing 100% but also him guessing in less than 2seconds each time. He then runs a few more tests to verify for good measure but everytime he said "this feels 64y" he then verified. He never went back from his initial impression.
Simplest test if a server is 64 or 128 tick for me is on Cache. Because I struggle real bad jumping on top of that container in T spawn, but I never had any issues on 128tick.
Cs2 feels like a 10 tick Gameboy game 😂
"64 or 128?"
*jumps once*
"64"
ropz just from another planet
how many hours does your friend noak have?
final answer?
the reason for this is actually that you cant input a +jump keybind 2 ticks in a row on csgo. It is impossible. It is an intentional limitation to nerf bhoppers. If you do, it will do nothing at all. And I believe that if you tried to input +jump for 10 consecutive ticks, you will not jump on any of them, because even though the +jump doesnt go off on 1 tick, the next tick still is locked out of +jump because you TRIED to input it on the last frame. It just so happens that it's not reasonable for a mousewheel to spin 128 times a second or faster, so even if you miss the exact tick that you landed on the ground for a perfect bhop, you still got pretty close and kept most of your speed. When you're down to 64 tick, it's easier to lock yourself out of the perfect tick and the ticks near it, and that's when you don't jump at all or jump late and lose a lot of speed.
Everyone feels the difference, casuals just don't know what the difference is, either because of lack of mechanical skill or just knowledge about the game.
Now test this with CS2's Subtick
of course ropz gets 30/30, he's literally a csgo developer
fps dropped by about 1-2 fps from 700 to 699 therefore 128 tick is unviable,(valves reasoning for not adding 128 tick), but valve go ahead and release the new game that nuke fps by 70%, great job guys
It's likely because more data will be sent and received per second on 64 tick Cs2 than in 128 tick Csgo.
Upping the tickrate to 128 on cs2 would make this issue twice as large, and for those who don't have good Internet this would be a death sentence to enjoyable gameplay. It would end up feeling less smooth than 64 tick due to the lag.
nah stop coping and finding excuses for them, its a bullshit reason maybe made sense 10 years ago but not now.@@ubbystoned
@@NiceEvils Damn my bad, guess you know better 😊
@@ubbystoned
Good internet argument in 2023, LOL, I live in one of worst place to have internet and my speed is 10 mbps, More than enough to play CSGO or any kind of online games. 0 packet loss cause even a stable 1 mbps is good enough for online gaming and I have 10 times better than that
L take granpa
@@ubbystoned " TwIce As LaRgE" Meanwhile it sends few KBs of data per seconds even in 128, Call NASA internet to cope, Its too STRONK to handle xDDDD
I mean, CS is his job, It'd be kinda awkward if he couldn't feel the difference. However, getting 64-tick many times in a row he also started getting confused which in return means you also get used to playing like that. This is also tested in CSGO and not CS2.
He started getting confused because he did not expect them to be so many in a row. That does not mean he didn't knew which server he was playing on. He literally said that, if you put him on a good server, he will know. It does not matter were it was tested because Ropz in the last month has made some interesting tweets like "
1)"Disclaimer: This is about tick-rate, not sub-tick. If Valve can make sub-tick better than 128t, that would make everyone happy. I hope they do."
2)Yeah this needs to be addressed. I sent this to Valve like a month ago, but not sure it is explained well. I know they said it was adjusted to be same as 128t in CS:GO, but it definitely isn’t. As a bhopper you simply don’t get stuck on the ground, which still happens in CS2 Premier matches. I don’t think it has anything to do with skill, even the best bhoppers would currently get stuck, the timing window to hit it is just too small. It’s simply inconsistent."
3)"Money shouldn’t be an issue here for Valve. If it’s a competitive game, I would expect to play in the best optimal environment. 128t isn’t anything ridiculous. I understand if the product is built around an average player, but this is CS. This isn’t just another game that comes out every other year, instead it’s one of the most competitive games of all time in existence. It deserves the highest quality. People have been playing 128t for 10 years now, I haven’t seen a single serious complaint about it being bad or people needing something better. They don’t need to provide it for everyone. Make people pay for it, whatever you’d like. There are so many different options which could work and make everyone happy."
4)While it may improve slightly, in the end that difference between 64t and 128t will definitely remain. I experience this all the time when I load up maps offline accidentally in 64t. The key differences will be the same whether it's better or worse servers. Spraying is different, bhopping is different, strafing and counter-strafing while tapping is different, not to mention hitreg. I think 128t is high enough for all of those things, having such small delay that it would be very rare to have a bad user experience even for skilled people. Praising 64t is a bit of a red flag
5)
@ropz
18 sept.
A reminder that I’ve criticised sub-tick since day 1, I’m not dickriding anyone.
@@kirinom-3129 TLDR?
cs2 servers are running on 20 ticks. confirmed from cl_updaterate and cl_inter. Not sure if offline is higher tho.
Im so excited to see t1 pros be forced to play 64tick!!!!!
Great video nato
Good stuff brother
Maybe Neok got used to play 64tick since he started playing mm only 😅
Absolutely mental he gets them all right, wow. I wonder what 256 tick is like...
I'm not playing unless they get 512 tick servers
Ropz 🐐🐐🐐
humans tend to give random answer when there is no life thread!
128 Tick with sub tick would be legendary.
There’s cracked slightly older cs2 builds where you could change tickrate! If you felt like finding those im sure you could test that
And that's why Ropz is a pro
ropz is a superior human
i've done this test myself with friends and i can also tell the difference 100% but in different ways that was used in this video.
Like ROpz, i know the 2 bullet burst difference he talks about. So the aim challenge i would of gotten right.
But i got 0 movement so i couldn't fuckin tell based on a movement test.
I play a 1v1 when i did my tests, shoulder peeking/jiggling fights. I can tell tickrate based on how i die/get shot. ANgle fights.
And i am sad to say, but ive said this before. 'noobs' can't tell the difference.
perhaps its the way i express myself that has always gotten me hate. But i knew i was always right.
I'm sad it took so long to make a proper video with Ropz, Thank you.
ofc there is a difference. not some placebo.
Estonia must got some aliens tech to produce a human-shaped robot 🤖
thank you ropz
The AK sound bug is so obvious even for MG2 like me
Sick content