Friday, March 24, 2023

How Sub-tick Probably Works (until Valve says more about it)


full image - Repost: How Sub-tick Probably Works (until Valve says more about it) (from Reddit.com, How Sub-tick Probably Works (until Valve says more about it))
DISCLAIMER: This is speculation. Its probably wrong but it's the best guess I have until Valve says more in their own developer documentation. I don't have access to the beta but I have been thinking about it for awhile and some is based on the comments that have circulated from pros and other prominent players in the beta + previous leaks. I am a programmer but mainly specialize in embedded hw/sw, not video games.TLDR: Sub-tick probably uses discrete ticks, and the client likely self-reports the time an event occurred between ticks to the server, using the discrete ticks as a clock to keep time precision over a match.As we know, Valve recently published a video on sub-tick architecture in CS2 servers. At around the 45s mark they depict commands getting evaluated with a time precision down to 10 microseconds. This is certainly possible for modern computers, even consumer microcontrollers can do that. However, clock-drift exists - both in network latency jitter and on a computer's own system clocks. Sub-tick architecture probably still uses discrete ticks in order to keep the server and client in sync and stay resistant to minor clock-drift from user hardware and Internet routing. Windows supports getting high-resolution timestamps, and Linux as well (Valve servers run it), and both meet that 10 microsecond precision requirement.Since both client and server can generate these precise timestamps, there may be some trust put in the client to report events between ticks as command at timestamp between tick x and y, on the next tick. The server probably evaluates these sub-tick commands along with it's own simulation of the client's states that it authoritatively knows on ticks x and y for integrity, and if it matches within tolerance of known network jitter and maybe even system clock drift (if the server has a more precise clock it could possibly measure it), it can validate those commands. CS:GO servers already have a limit of allowed commands per tick, so it's likely there will be a similar limit for sub-tick commands to maintain integrity.We've also seen strings relating to servers toggling sub-tick architecture, which may mean TOs and FACEIT/ESEA could continue operating at 128-tick with or without sub-tick if that is dictated by Valve in their Major Supplemental Rulebook when updated for the 2024 Major. Hopefully Valve updates the CS:GO Dedicated Server Wiki Page or links new info on the CS2 Wiki Page.


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