Re:Game Devs Explain the Tricks Involved with Letting You Pa...
by amiga386 on Sunday April 19, 2026 @04:08AM
(#47822621)
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.
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.