128 tick server matchmaking


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Your movement isn't even affected by the server unless you are lagging considerably, since your movement is predicted client-side. With this matchmaikng, tick will have little to no gain 218 64 tick performance, while still requiring double the amount of resources. The point of this article is to displace this idea of a strong difference between tick and 64tick with actual facts. There's not very many strong arguments as to why people demand tick, but here's a few common ones that come to mind note that none of these arguments have ever been backed up by any reasonable evidence other than "they can feel it": Now, 16 milliseconds is a very small time period.

Sure, tick is better.

Tick matchmaking 128 server

Source servers keep a small buffer of "where people were" for a default of 1 second behind the actual time. Humans can not overload 64tick with keyboard or mouse input, and because of this fact, servers and clients can interpolate the data given and provide a near perfect experience that will not be improved by tick. B Monitor refresh rate. The AK47 fires a bullet every milliseconds. This is an argument forged by people getting killed and then blaming that their bullets missed because they are used to "tick spray patterns". When servers are overloaded, their tick rate may drop below desirable thresholds.


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