3 ms·
Some games solved the low-tickrate / low-fps problem by timestamping user input independently and interpolating to the simulation, i.e. you can still hit things
by formerly_proven 5y ago
Some games solved the low-tickrate / low-fps problem by timestamping user input independently and interpolating to the simulation, i.e. you can still hit things even with just say 10 ticks per second.