CS2 Tickrate and Performance
What is tickrate?
The tickrate determines how often the server calculates the game state per second.
| Tickrate | Updates/s | Use |
|---|---|---|
| 64 tick | 64 | Standard (matchmaking) |
| 128 tick | 128 | Competitive (FaceIT) |
The CS2 sub-tick system
CS2 uses a new sub-tick system:
- Actions are sent to the server with an exact timestamp
- The server calculates the tick and interpolates the position
- In theory, tickrate should matter less
Network optimization
rate 786432
cl_interp 0
cl_interp_ratio 1
cl_cmdrate 128
cl_updaterate 128
Measuring server performance
sv_showfps 1 # Show FPS
net_graph 1 # Network statistics
stats # Server performance
Performance tips for server admins
- CPU priority: CS2 servers are CPU-bound, not RAM-bound
- Player count: 5v5 = optimal; 10v10 needs more CPU
- Workshop maps: Can require more resources than standard maps
- Limit plugins: Every plugin costs performance
- Server region: Choose a location near your players (DE = Frankfurt/Nuremberg)
Anti-cheat (VAC)
VAC is active by default on CS2 servers. For tournaments we additionally recommend:
- A workshop map with an anti-cheat plugin
- Enabling GOTV for replay recording