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DEV Deep Dive: Source 2 Sub-tick Usercmd Packet Accumulation & Hit Registration Deltas

Thread starter: xen_dev • Start date: Sep 26, 2026 at 8:15 PM • Views: 1560 • Replies: 2
xen_dev
xen_dev
Staff Dev
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Just now #1

There is widespread misunderstanding about how Source 2's sub-tick networking operates. The server still updates in fixed tick intervals (64 ticks/sec), but player actions (attack inputs, jump triggers, eye angles) carry a 64-bit precise floating point timestamp fraction relative to the current tick.

When the server processes a tick, it reconstructs player hitboxes at the exact sub-tick timestamp fraction when +attack was signaled by rewinding entity positions along their velocity curves. However, the client does not receive the death event confirmation until the subsequent network update packet, causing the perceptual illusion of 'dying behind cover'.

anticheat_re
anticheat_re
Security Researcher
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Just now #2

Inspecting demo packet records confirms this 100%. The shot calculation is mathematically exact to the microsecond of the mouse click; it is purely the visual animation dispatch that is delayed to the tick boundary.

kyo3xrex
kyo3xrex
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Just now #3

Brilliant technical breakdown xen. Pinned to the Engine subforum so members understand the actual network mechanics rather than blaming placebo netcode bugs.

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