3 ms·
It is mainly because PUBGs network code sucks. You can see the effects here [0] Unless you had dial-up users, a tickrate of 12 is very bad and not fun. I don't
by gsich 9y ago
It is mainly because PUBGs network code sucks. You can see the effects here [0]
Unless you had dial-up users, a tickrate of 12 is very bad and not fun. I don't know if you had hardware restrictions, but tickrate is independent of updaterate that is sent to the clients. By enforcing a low tickrate you maintain a very old snapshot of the world on your server (83 ms), which makes clients interpolate more.
[0] https://www.youtube.com/watch?v=u0dWDFDUF8s https://www.youtube.com/watch?v=u0dWDFDUF8s