CSGO was at 64 for the standard servers and 128 for Faceit (IIRC CS2 is doing some dynamic tick schenanigans unless they changed back on that)
Overwatch is I think at 60
In practice it seems to have been an implementation nightmare because they've regularly shipped both bugs and fixes for the "sub-tick" system.
The netcode in CS2 is generally much worse than CSGO or other source games. The game transmits way more data for each tick and they disabled snapshot buffering by default. Meaning that way more players are experiencing jank when their network inevitably drops packets.
I also remember reading a few posts about their new subtick system but never put two and two together. Hopefully they keep refining it.
With that being said: totally agree on the netcode.
[0]: https://old.reddit.com/r/GlobalOffensive/comments/1fwgd59/an...
But it wouldn’t surprise me too much if those use a higher tier of hardware.
Also some stuff you might want to calculate for them to use to make decisions can be shared among all bots.
Fortnite bots are very barebones and are only capable of performing a handful of simple tasks in repetitive ways. It's entirely plausible that the code responsible for governing their actions is fast enough to be less expensive than networking a real player.