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Netcode ArchitectureDiscrete Simulation Steps vs Render Loops

Server Tick Rate & Client Frame Pacing Calculator

See the exact millisecond desynchronization between what your monitor renders (144Hz - 540Hz) and what the dedicated server simulates (64-tick, 128-tick, or Valve Sub-tick). Calculate hit registration delay windows and packet queue lag.

Server & Display Rates

Client Frame Rate (FPS)240 FPS (4.17 ms frame time)

Server Tick vs Client Frame Alignment (Timeline)

Optimal Pacing
Client Render Frames Server Simulation TicksTimeline (0 - 100 ms)
Server Tick Gap
15.63 ms
64 snapshots / sec
Client Frame Time
4.17 ms
240 FPS rendering
Input Desync Window
0.0 ms
Sub-tick precision
Hitreg Latency
25.0 ms
Exact click snapshot
Tick Architecture ImpactSub-Tick Micro-Timestamping

In traditional 64-tick CS:GO, a shot fired between ticks was delayed until the next tick boundary (up to 15.6ms delay). CS2 Sub-Tick records your mouse click at the exact millisecond between ticks, eliminating discrete input quantization.