2 ms·
I would assume it works something like this: At the server, client input events exercise some localized net code layer on a purely ad-hoc basis (i.e. serviced
by bob1029 4y ago
I would assume it works something like this:
At the server, client input events exercise some localized net code layer on a purely ad-hoc basis (i.e. serviced in small batches the moment packets are received). Players involved in these interactions could receive immediate updates from the localized, ad-hoc simulation (i.e. "infinite" tick rate).
The global tick is responsible for synchronizing these ad-hoc buckets (i.e. the same player can't die to 2 different kill shots). Rollback would likely be required in some cases, but if the global simulation is ticking at 60hz and the likelihood of a rollback is low, I think it could feel really good.