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    Home»News»CS2»CS2 Tick Rate & Subtick Explained (64 Hz vs 128 Tick, FACEIT Update 2025)
    CS2

    CS2 Tick Rate & Subtick Explained (64 Hz vs 128 Tick, FACEIT Update 2025)

    By zlosterrSeptember 17, 20255 Mins Read
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    The CS2 tick rate is essential for players because it dictates how frequently the game refreshes its state. It’s 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 know about it.

    Contents

    • 1 CS2 Tick Rate Explained (64 Hz Servers in 2025)
    • 2 FACEIT CS2 Tick Rate – What Happened to 128 Tick Servers?
    • 3 CS2 Subtick Explained – How It Works in Practice
    • 4 CS2 Tick Rate vs Subtick – Key Differences
    • 5 How to Check CS2 Tick Rate with Console Commands
    • 6 FAQ – CS2 Tick Rate & Subtick

    CS2 Tick Rate Explained (64 Hz Servers in 2025)

    CS2 tick rate at 64 Hz servers

    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.

    Valve’s “sub-tick” 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—especially for fast movement, shooting, strafing, bunny hopping, etc.

    Many players still ask whether 128 tick servers in CS2 exist, but currently, all platforms, including FACEIT, are capped at 64 Hz.

    FACEIT CS2 Tick Rate – What Happened to 128 Tick Servers?

    FACEIT CS2 server tick rate comparison

    When CS2 first arrived on FACEIT, 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. 

    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’s built-in restrictions.

    CS2 Subtick Explained – How It Works in Practice

    Illustration of CS2 tick rate timeline from Valve, highlighting how player inputs are processed at 64 Hz in traditional tick servers.

    Valve’s 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 when exactly you did it—even if that moment falls between the regular server ticks.

    Official Valve servers still run at a 64 Hz tick rate (≈ every 15.625 ms). What subtick does is allow the server to receive and order actions with finer granularity than just “one tick later.” That means less delay in registration of fast movements, better consistency in hit detection, and generally smoother gameplay—especially for mechanics like strafing, bunny hopping, peeking, or flick shots.

    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’t completely eliminate visual or perceptual delays—things like animations may still align to ticks, and network latency, client performance, or server load can still affect perceptual smoothness.

    Valve rolled out subtick alongside other improvements like grenade overhauls and shooting consistency changes, all detailed in this CS2 update overview.

    CS2 Tick Rate vs Subtick – Key Differences

    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.

    How to Check CS2 Tick Rate with Console Commands

    CS2 developer console showing the cl_showfps 3 command to check tick rate and subtick performance in-game.

    If you’re wondering how to check CS2 tick rate, open the developer console and use the command cl_showfps 3. Old-school players may remember that they had to use cl_showfps 1, but it is no longer available.

    Before you start, make sure the developer console is enabled in CS2 Launch Options. Once it’s 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.

    Once you’ve checked your tick rate through the console, you can also fine-tune your visuals for smoother gameplay. For a step-by-step breakdown, see the best graphic settings for CS2.

    FAQ – CS2 Tick Rate & Subtick

    Does CS2 have 128 tick servers?

    No. As of 2025, CS2 only runs on 64 Hz servers, including official matchmaking and third-party platforms like FACEIT.

    How does CS2 subtick work?

    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.

    How to check CS2 tick rate?

    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.

    Why doesn’t CS2 have 128 tick servers?

    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.

    Is FACEIT CS2 tick rate different from matchmaking?

    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.

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    zlosterr

    Zlosterr is a dedicated video game and esports enthusiast. After competing in semi-professional Counter-Strike for several years, he broadened his focus to other games like Dota 2, World of Warcraft, League of Legends, and Valorant. Now, he shares his extensive experience by covering esports through news articles, guides, event breakdowns, and more

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