3 ms·
I get the impression that most games are using some sort of hybrid approach. They run the game simulation at a fixed "tickrate", and then add some hacks on top
by jrockway 6y ago
I get the impression that most games are using some sort of hybrid approach. They run the game simulation at a fixed "tickrate", and then add some hacks on top to make the visuals match the physics in certain areas. For example, your mouse position and whether or not you fired your weapon can be updated between simulation iterations, to make shooting and killing smoother.
- meheleventyone 6y agoIt's not simple in either direction. You have some events where responding faster is considered better most notably detecting input and some where you need a consistent frame-rate to avoid issues (e.g. simulating drag is really sensitive to framerate and will behave quite differently as a game slows down). A fixed timestep also causes the game to slow down if it can't hit the desired update rate. FWIW neither Unity nor UE4 use a fixed timestep for their default update and tick.