{"id":29169,"date":"2025-09-17T15:36:32","date_gmt":"2025-09-17T15:36:32","guid":{"rendered":"https:\/\/blix.gg\/?p=29169"},"modified":"2025-09-19T11:20:16","modified_gmt":"2025-09-19T11:20:16","slug":"cs2-tick-rate-subtick-explained-64-hz-vs-128-tick-faceit-update-2025","status":"publish","type":"post","link":"https:\/\/blix.gg\/blog\/news\/cs-2\/cs2-tick-rate-subtick-explained-64-hz-vs-128-tick-faceit-update-2025\/","title":{"rendered":"CS2 Tick Rate &amp; Subtick Explained (64 Hz vs 128 Tick, FACEIT Update 2025)"},"content":{"rendered":"\n<p>The <a href=\"https:\/\/www.counter-strike.net\/cs2\" target=\"_blank\" rel=\"noopener\">CS2<\/a> tick rate is essential for players because it<strong> dictates how frequently the game refreshes its state<\/strong>. It\u2019s no secret that having a <strong>higher rate<\/strong> leads to a <strong>better overall experience<\/strong>, but what is the tick rate in CS2, and <strong>how does it work<\/strong>? Join us as we show you everything you need to know about it.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">CS2 Tick Rate Explained (64 Hz Servers in 2025)<\/h2>\n\n\n\n<figure class=\"wp-block-image size-large\"><img fetchpriority=\"high\" decoding=\"async\" width=\"1024\" height=\"452\" src=\"https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1-1024x452.jpg\" alt=\"\" class=\"wp-image-29173\" srcset=\"https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1-1024x452.jpg 1024w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1-300x132.jpg 300w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1-768x339.jpg 768w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1-1536x677.jpg 1536w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1-150x66.jpg 150w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1-450x198.jpg 450w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1-1200x529.jpg 1200w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1.jpg 1914w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\">CS2 tick rate at 64 Hz servers<\/figcaption><\/figure>\n\n\n\n<p>In CS2 (as of 2025), all official Valve matchmaking servers run at a 64 Hz tick rate, meaning they update the game state 64 times per second.<\/p>\n\n\n\n<p>Valve\u2019s <strong>\u201csub-tick<\/strong>\u201d system is intended to improve responsiveness by recording player actions more precisely between those ticks. While this reduces some of the drawbacks of a lower tick rate, many competitive players still believe that a higher tick rate (like 128 Hz) gives a smoother, more accurate feel\u2014especially for fast movement, shooting, strafing, bunny hopping, etc.<\/p>\n\n\n\n<p>Many players still ask whether <strong>128 tick servers in CS2<\/strong> exist, but currently, all platforms, including FACEIT, are capped at 64 Hz.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">FACEIT CS2 Tick Rate \u2013 What Happened to 128 Tick Servers?<\/h2>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"500\" src=\"https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1024x500.jpg\" alt=\"\" class=\"wp-image-29172\" srcset=\"https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1024x500.jpg 1024w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-300x147.jpg 300w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-768x375.jpg 768w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-150x73.jpg 150w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-450x220.jpg 450w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-1200x586.jpg 1200w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12.jpg 1265w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\">FACEIT CS2 server tick rate comparison<\/figcaption><\/figure>\n\n\n\n<p>When CS2 first arrived on <strong><a href=\"https:\/\/www.faceit.com\/en\" target=\"_blank\" rel=\"noopener\">FACEIT<\/a><\/strong>, the platform experimented with 128-tick servers to give players a smoother competitive experience. However, Valve stepped in and forced all third-party servers to run at 64 Hz, the same rate used in official matchmaking.&nbsp;<\/p>\n\n\n\n<p>To offset this cap, CS2 relies on its subtick system, which is meant to calculate actions with precision between server updates. Still, many pros and high-level players insist that 128 tick offers more fluid gameplay, leaving FACEIT limited by Valve\u2019s built-in restrictions.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">CS2 Subtick Explained \u2013 How It Works in Practice<\/h2>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"277\" src=\"https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-11-1024x277.png\" alt=\"\" class=\"wp-image-29171\" srcset=\"https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-11-1024x277.png 1024w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-11-300x81.png 300w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-11-768x207.png 768w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-11-150x41.png 150w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-11-450x122.png 450w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-11-1200x324.png 1200w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-11.png 1485w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\">Illustration of CS2 tick rate timeline from Valve, highlighting how player inputs are processed at 64 Hz in traditional tick servers.<\/figcaption><\/figure>\n\n\n\n<p>Valve\u2019s subtick system in CS2 is a major technical upgrade designed to capture player actions more precisely than before. It uses timestamps on inputs so that when you move, shoot, or perform any action, the server knows <em>when<\/em> exactly you did it\u2014even if that moment falls between the regular server ticks.<\/p>\n\n\n\n<p>Official Valve servers still run at a 64 Hz tick rate (\u2248 every 15.625 ms). What subtick does is allow the server to receive and order actions with finer granularity than just \u201cone tick later.\u201d That means less delay in registration of fast movements, better consistency in hit detection, and generally smoother gameplay\u2014especially for mechanics like strafing, bunny hopping, peeking, or flick shots.<\/p>\n\n\n\n<p>While subtick improves things markedly, certain aspects are still tied to how often ticks update the overall game state (graphics, physics updates that rely on tick rate). Also, subtick doesn\u2019t completely eliminate visual or perceptual delays\u2014things like animations may still align to ticks, and network latency, client performance, or server load can still affect perceptual smoothness.<\/p>\n\n\n\n<pre class=\"wp-block-preformatted\">Valve rolled out subtick alongside other improvements like grenade overhauls and shooting consistency changes, all detailed in<a href=\"https:\/\/blix.gg\/news\/cs-2\/cs2-update-brings-grenade-overhaul-new-skins-subtick-shooting-fixes-and-map-scripting\/\"> <strong>this CS2 update overview<\/strong><\/a>.<\/pre>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h3 class=\"wp-block-heading\">CS2 Tick Rate vs Subtick \u2013 Key Differences<\/h3>\n\n\n\n<p>When it comes to CS2 tick rate vs subtick, the key difference is that tick rate defines server updates (64 Hz), while subtick ensures inputs are recorded more precisely between those updates.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-default\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">How to Check CS2 Tick Rate with Console Commands<\/h2>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"81\" src=\"https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-2-1024x81.jpg\" alt=\"\" class=\"wp-image-29174\" srcset=\"https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-2-1024x81.jpg 1024w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-2-300x24.jpg 300w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-2-768x61.jpg 768w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-2-1536x122.jpg 1536w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-2-150x12.jpg 150w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-2-450x36.jpg 450w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-2-1200x95.jpg 1200w, https:\/\/blix.gg\/blog\/wp-content\/uploads\/2025\/09\/image-12-2.jpg 1919w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\">CS2 developer console showing the cl_showfps 3 command to check tick rate and subtick performance in-game.<\/figcaption><\/figure>\n\n\n\n<p>If you\u2019re wondering <strong>how to check CS2 tick rate<\/strong>, open the developer console and use the command <code>cl_showfps 3<\/code>. Old-school players may remember that they had to use <code>cl_showfps 1<\/code>, but it is no longer available.<\/p>\n\n\n\n<p>Before you start, make sure the developer console is enabled in CS2 Launch Options. Once it\u2019s active, press the tilde key (~) during a match to bring up the console, then type in the command you want to use and hit Enter to apply it. This is the standard way to check settings, adjust options, or troubleshoot features like tick rate and subtick behavior.<\/p>\n\n\n\n<pre class=\"wp-block-preformatted\">Once you\u2019ve checked your tick rate through the console, you can also fine-tune your visuals for smoother gameplay. For a step-by-step breakdown, see<a href=\"https:\/\/blix.gg\/news\/cs-2\/best-graphic-settings-for-cs2\/\"> <strong>the best graphic settings for CS2<\/strong><\/a>.<\/pre>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">FAQ \u2013 CS2 Tick Rate &amp; Subtick<\/h2>\n\n\n\n<p><strong>Does CS2 have 128 tick servers?<\/strong><\/p>\n\n\n\n<p>No. As of 2025, CS2 only runs on 64 Hz servers, including official matchmaking and third-party platforms like FACEIT.<\/p>\n\n\n\n<p><strong>How does CS2 subtick work?<\/strong><\/p>\n\n\n\n<p>The subtick system records the exact moment you perform an action (like shooting or moving) and sends that timestamp to the server. This allows CS2 to process your inputs more precisely between ticks, making the game feel smoother and more responsive compared to a standard 64-tick setup.<\/p>\n\n\n\n<p><strong>How to check CS2 tick rate?<\/strong><\/p>\n\n\n\n<p>Enable the developer console in your CS2 settings, press the tilde key (~) in-game, and type the command cl_showfps 3. This will display your tick rate along with other performance information on the screen.<\/p>\n\n\n\n<p><strong>Why doesn\u2019t CS2 have 128 tick servers?<\/strong><\/p>\n\n\n\n<p>Valve designed CS2 around the subtick system, which reduces the reliance on higher tick rates. To keep all matchmaking consistent, official servers and third-party platforms are locked at 64 Hz instead of offering 128 tick servers.<\/p>\n\n\n\n<p><strong>Is FACEIT CS2 tick rate different from matchmaking?<\/strong><\/p>\n\n\n\n<p>No. While FACEIT originally tested 128-tick servers, Valve later enforced a 64 Hz cap across all CS2 servers. FACEIT servers now use the same tick rate as official matchmaking, with subtick handling precision.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The CS2 tick rate is essential for players because it dictates how frequently the game refreshes its state. It\u2019s no secret that having a higher rate leads to a better overall experience, but what is the tick rate in CS2, and how does it work? Join us as we show you everything you need to<\/p>\n","protected":false},"author":90,"featured_media":29175,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4],"tags":[5,25],"class_list":{"0":"post-29169","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-cs-2","8":"tag-cs2","9":"tag-cs2-guides"},"_links":{"self":[{"href":"https:\/\/blix.gg\/blog\/wp-json\/wp\/v2\/posts\/29169","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blix.gg\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blix.gg\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blix.gg\/blog\/wp-json\/wp\/v2\/users\/90"}],"replies":[{"embeddable":true,"href":"https:\/\/blix.gg\/blog\/wp-json\/wp\/v2\/comments?post=29169"}],"version-history":[{"count":2,"href":"https:\/\/blix.gg\/blog\/wp-json\/wp\/v2\/posts\/29169\/revisions"}],"predecessor-version":[{"id":29221,"href":"https:\/\/blix.gg\/blog\/wp-json\/wp\/v2\/posts\/29169\/revisions\/29221"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/blix.gg\/blog\/wp-json\/wp\/v2\/media\/29175"}],"wp:attachment":[{"href":"https:\/\/blix.gg\/blog\/wp-json\/wp\/v2\/media?parent=29169"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blix.gg\/blog\/wp-json\/wp\/v2\/categories?post=29169"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blix.gg\/blog\/wp-json\/wp\/v2\/tags?post=29169"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}