3 ms·
I think it's more the patching thing that made "collect and replay inputs" less common. Networked games have a "tickrate", just for the networking/state aspect
by amiga386 6mo ago
I think it's more the patching thing that made "collect and replay inputs" less common.
Networked games have a "tickrate", just for the networking/state aspect. For example, Counter-Strike 2 has a 64Hz tickrate by default. They also typically have a fixed time interval for physics engines. Both of these should be completely independent of framerate, because that's jittery and unpredictable.