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by uyzstvqs
254 days ago
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Counter-Strike: Global Offensive was also able to handle 128 TPS just fine. They just chose to never implement it in official matchmaking (64 TPS). It did work very smoothly on community servers. Counter-Strike 2 implements a controversial "sub tick" system on top of 64 TPS. It is not comparable to actual 128 TPS, and often worse than standard 64 TPS in practice. |
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Most game servers are single threaded because the goal is to support the maximum number of players per dollar.
A community server doesn’t mind throwing more compute dollars to support more players or higher tick rate. When you have one million concurrent players - as CounterStrike sometimes does - the choice may be different.