Crusty
Lifer
- Sep 30, 2001
- 12,684
- 2
- 81
All this talk about tickrates is mostly nonsense without knowing more about how the game operates. There are all sorts of variables that need to be understood before a complete picture of hit registration is understood.
1. Server tick rate/engine FPS
2. Server send/receive update rates
3. Client side engine FPS/tick rate
4. Client side send/receive update rates
5. Hitscan or projectile simulation?
6. Is the server authoritative or does it merely confirm hits suggested by the client?
Saying the game operates at a 20hz tick is not very descriptive or accurate and there is already confusion in the this thread between people saying it's 20 server updates per second or it's that the client sends 20 updates to the server per second.
The reality of it is that is much more complicated then simply 'how fast the server updates'. For instance, the server might send out updates at half the rate the game engine ticks, or the clients might send out updates immediately without any waiting for engine tick. The server could even broadcast damage/hits in realtime and only send environmental updates on a scheduled server update message.
1. Server tick rate/engine FPS
2. Server send/receive update rates
3. Client side engine FPS/tick rate
4. Client side send/receive update rates
5. Hitscan or projectile simulation?
6. Is the server authoritative or does it merely confirm hits suggested by the client?
Saying the game operates at a 20hz tick is not very descriptive or accurate and there is already confusion in the this thread between people saying it's 20 server updates per second or it's that the client sends 20 updates to the server per second.
The reality of it is that is much more complicated then simply 'how fast the server updates'. For instance, the server might send out updates at half the rate the game engine ticks, or the clients might send out updates immediately without any waiting for engine tick. The server could even broadcast damage/hits in realtime and only send environmental updates on a scheduled server update message.