CS2 Demo Tick Calculator
Convert a CS2 demo tick to a timestamp and back, and copy the demo_gototick command that jumps there.
Reviewed by Selim Ataballyev
Runs 100% in your browser - your data never leaves your device
Resumes playing from the tick.
The 0 fills the relative slot so the tick stays absolute.
Tick 6080, so you see the lead-up rather than the aftermath.
What You Should Know
A demo tick becomes a timestamp by dividing it by the demo's tick rate: tick 6400 on a 64-tick demo is 100 seconds, or 1:40 from the start of the file. This tool does that both ways and writes the console command for you, as demo_gototick 6400. Read the tick rate from the demo rather than assuming it, because it belongs to the server that recorded the match. The lead-in option jumps a few seconds early so you watch the moment instead of its aftermath.
Frequently Asked Questions
How do I convert a CS2 demo tick to a time?
Divide the tick by the demo's tick rate. On a 64-tick demo, tick 6400 is 6400 / 64 = 100 seconds, which is <code>1:40</code> measured from the start of the demo file. On a 128-tick demo the same tick is 50 seconds. That is the entire calculation - the reason a tool helps is that you usually want the console command as well, and you want to arrive a few seconds early rather than exactly on the event.
What tick rate is a CS2 demo?
Valve's official matchmaking and Premier servers run at 64 tick, so most demos you download from the game are 64. CS:GO-era demos and some third-party and league servers are 128. The important point is that the tick rate belongs to the server that recorded the match, not to the game, so it is a property of the individual file. Demo parsers read it from the server-info message rather than assuming, and so should you when it matters.
What is the difference between a demo tick and a demo frame?
They are two different counters and they are easy to confuse. The server tick is the simulation step the match ran on, and it is what <code>demo_gototick</code> takes. The frame, which parser documentation calls the "demo-tick", is the index of a recorded frame inside the file. The Go parser demoinfocs spells this out directly, noting that demos often have a different tick rate than the game. If a number came out of a parser, check which of the two it is before jumping to it.
How do I use demo_gototick?
Open the console while a demo is playing and run <code>demo_gototick 6400</code>. Valve documents the full signature as <code>demo_gototick <tick> [relative] [pause]</code>: set the relative argument to 1 to treat the number as an offset from the current tick, and the pause argument to 1 to stop playback when it arrives. So <code>demo_gototick 6400 0 1</code> jumps to the absolute tick 6400 and pauses there.
Why does my jump land after the thing I wanted to see?
Because the tick a parser reports for an event is the tick the event completed on, and by the time playback has settled you are already past it. Jump earlier on purpose. Five seconds is usually enough to see the approach, the utility and the duel that produced the kill, which at 64 tick means subtracting 320 ticks. This tool's lead-in field does that subtraction and clamps at zero so you never ask for a negative tick.
Can I jump to the start of a specific round?
Yes, if you know that round's start tick, which a demo parser exposes alongside the round events. Put it in the round start field here and the tool also reports how far into the round your target tick falls, which is the number that actually means something when you are writing a note for a teammate. "Nine seconds into round 14" survives being read later; "tick 61,440" does not.
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