This video shows how weapons shoot faster and are a little more accurate on 128-tick servers, compared to 64-tick servers.
To someone who may have less experience on 128-tick, it may be a little difficult to spot the difference, but it becomes very clear when smokes start to land shallower and do not travel as far as they would on a 128-tick server. The differences are also noticeable if you start to play on both types of servers, such as ESEA & Faceit (128-tick servers) and Match Making (64-tick servers).
If you don't notice a difference between the tick-rates when shooting, pay closer attention to the AK47 bursts; they are more spread out and less accurate on 64-tick. Also, differences are more noticeable when actually playing the game, and using a high refresh rate monitor while doing so (144hz - 360hz), therefore this video, which is capped at 60fps, doesn't highlight what the difference truly looks and feels like.
I don't know the technicalities behind why this happens, besides the fact that tickrate "refers to how many times information is updated a second, usually measured in hertz" (www.win.gg). I would also check out 3kliksphilips video about tickrate, for a more measured and in-depth look at how it works: ([ Ссылка ])
I also think it's important to state that I have more experience on 128-tick servers (~3000 hours in CS overall) and my sensitivity is: 1.00 @ 800 DPI. I also did this video without any prior warmup, just muscle memory, and yes I do have a jumpbind in my autoexec.
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Not the most scientific vid, but thought it'd be cool vid when I was trying to explain this to a friend :P
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Song: ([ Ссылка ])
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Chapters:
0:00 M4A4 & AK47 Sprays
0:27 M4A4 & AK47 Bursts
1:11 Window Smoke - 128 Tick (Mirage)
1:23 Window Smoke - 64 Tick (Mirage)
1:47 Connector Smoke - 128 Tick (Mirage)
2:07 Connector Smoke - 64 Tick (Mirage)
![](https://i.ytimg.com/vi/1Wx0Gt4VfPw/mqdefault.jpg)