Tickrate

Coldsaw

Poster
I have seen 67 tickrate and 100 tickrate servers...
Does anyone know how tickrate effects game play?
Does a 100 tickrate server allow for the greater transfer of data?
A bigger pipe in and out. ( Greater over all bandwidth )
Since the ping cap is 450, would a higher tickrate server help?
If so, can the cost be justified to improve overall game playability?
Just a thought..
Martin/Coldsaw
 
From Valve:
During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client.
When a client connects to a server, the clients Source Engine matches the SRCDS (Source Dedicated Server) tickrate that the client connected to.

Server tickrate 100 = Client tickrate 100
Server tickrate 66 = Client tickrate 66
Server tickrate 33 = Client tickrate 33
 
The tickrate is set serverside set. Your client automatically detects and sets per server config.
 

Latest posts

Back
Top