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Tickrate: 64 vs 128 tick explained

The tickrate (or tick rate) is how many times per second a game server simulates the match. In CS:GO it is 64 or 128. Here is what that changes in practice, and how to set up your game.

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What is a tick?

On every tick, the server reads player input (movement, shots, grenades), computes the new game state and sends it to the players. A 64 tick server does this 64 times per second, every 15.6 milliseconds. At 128 tick, it's every 7.8 milliseconds.

64 tickone update every 15.6 ms
128 tickone update every 7.8 ms

What 128 tick changes in game

What tickrate doesn't change

128 tick doesn't fix a bad ping: if your packets take 80 ms to arrive, the server gets them 80 ms late whatever its tickrate. It doesn't fix low FPS either: aim for well above 128 frames per second.

64 tick, 128 tick and CS2

In CS:GO, Valve's official matchmaking ran at 64 tick while third-party competitive platforms played at 128 tick, which is why "128 tick" became so sought after. CS2 changed approach: its servers stay at 64 tick, but the game records the exact moment of your actions between ticks ("sub-tick"). On CS:GO legacy, the tickrate still makes the difference.

Setting up CS:GO for 128 tick

Type these in the console (or put them in your autoexec.cfg):

rate 786432
cl_cmdrate 128
cl_updaterate 128
cl_interp 0
cl_interp_ratio 1

Checking a server's tickrate

Type net_graph 1 in the console: the bottom line shows the server tick and the updates you receive. To practise offline at 128 tick (bots, training maps), add -tickrate 128 to CS:GO's launch options in Steam.

And the name TICKRATE?

That's where the site's name comes from: every TICKRATE match is played on a dedicated 128 tick CS GO server.

FAQ

Is 128 tick really better?

Yes for shot and grenade precision, as long as you have a good ping and enough FPS. The difference shows most in close duels.

How do I play CS:GO at 128 tick?

On a server running at 128 tick, like TICKRATE's. Offline, add -tickrate 128 to your launch options.

Should I change cl_updaterate on 64 tick servers?

No, leaving it at 128 is fine: the server never sends more than its own tickrate.

Ready to play at 128 tick?

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