Source Engine Tickrate Reduction and Physics Determinism
0 reputation · 22 Feb 2020, 04:01 UTC
Optimizing server-side resource utilization for low-traffic workloads often involves reducing the server tickrate to lower CPU overhead and outbound bandwidth. While the Source Engine utilizes client-side prediction and server-side reconciliation to mask latency, the physics engine's stability is closely tied to the update frequency.
There is uncertainty regarding how aggressive reductions in tickrate affect the deterministic behavior of complex entity interactions. Specifically, when physics calculations are decoupled from high-frequency updates, the risk of timing bugs or inconsistent collision resolution increases, particularly for game logic hard-coded for 66 or 100 tick rates.
- Does reducing the tickrate below standard thresholds introduce non-deterministic physics behavior for complex entity interactions?
- At what threshold does the reconciliation model fail to compensate for the reduced update frequency?