FPS & aim guide
Subtick CS2: input timing is not a zero-latency promise
Subtick CS2 describes Valve’s timing approach for actions between simulation updates. It does not remove the time needed to render a frame, deliver packets or show an opponent. Server update rate, client frame rate and network latency should be measured separately.
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2 min readPublished by PVPspinArena · Updated
Part of our FPS & aim series. New to the topic? Start with FPS games for money: what winning actually pays.
Three clocks to distinguish
| Measurement | Describes | Does not establish |
|---|---|---|
| Client frame time | Time between rendered frames | Network round-trip time |
| Simulation timing | When accepted game state advances | Display scanout delay |
| Network delivery | Travel and arrival of updates | GPU rendering cost |
Valve’s telemetry help separates frame and network indicators. Use that evidence before attributing a missed shot to one subsystem.
Make a comparison reproducible
Use the same hardware, display, route and connection. First test camera movement and shooting in a controlled environment, then add live network play. Record spikes and packet problems instead of reporting only average FPS. Playing two clients on one laptop is a different GPU workload from one normal session.
Best CS2 settings covers frame tests. Counter-strafing covers movement execution rather than network theory.
Hitboxes and interpolation are different questions
A hitbox defines a region used for hit testing. Rendering and update timing affect what you see and when, but changing a crosshair or resolution does not simply enlarge the server's head region. A convincing diagnosis needs a defined test and accepted server result, not a single cropped frame.
The anti-cheat guide also separates authoritative state from client presentation.
Our browser model is not Valve subtick
PvPStrike uses its own simulation and presentation. Its source targets approximately 30 simulation updates per second and snapshots every 50 ms; actual delivery can vary. Local rifle feedback starts before the authoritative acknowledgment, but damage remains server-owned. These are implementation targets, not measured ping or guaranteed FPS on every device.
See the game tuning below, browser FPS checks and the FPS topic.
Identify which timing stage is slow
Input lag follows the local action-to-display path; polling rate concerns mouse reports before the game processes them. If the picture advances unevenly, CS2 stuttering separates frame delivery from delayed network updates. A server timing label does not diagnose all three.
PvPStrike's actual rifle tuning
Generated from the current game's damage and recoil functions. These are PvPStrike values, not Valve's CS2 weapon statistics. Assumes 100 health and a fresh vest; no damage through cover.
| Hit area | Unarmored damage | Fresh-vest damage | Hits at that damage to reach 100 |
|---|---|---|---|
| head | 34 | 34 | 3 |
| chest | 34 | 26 | 4 |
| stomach | 30 | 23 | 5 |
| legs | 20 | 20 | 5 |
Recoil sequence reset after a three-shot burst: 280 ms. After a long spray: 650 ms. Releasing fire does not immediately erase recoil; both the Police M4A1-S and Terrorist AK-47 remain automatic when held and use the same damage values.
Mixed hit locations and depleted armor change the result. Use the winner recap to compare hits and damage, not a promised win rate.
FAQ
Frequently asked questions
Sources
Related guides
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