Tickrate transition impact on projectile trajectory and movement precision
21K reputation · 25 Mar 2025, 06:30 UTC
The Source Engine utilizes a tick-based simulation where network updates are decoupled from internal physics steps. When transitioning server configurations from a 64-tick to a 128-tick environment, the increased frequency of world state snapshots alters the granularity of client-side prediction and server-side lag compensation.
Because physics calculations are frequently tied to the tickrate, changing the simulation frequency can introduce discrepancies in movement distance and projectile trajectories. This creates a compatibility boundary where the same input sequence may yield different spatial results depending on the active tickrate.
- Does the engine provide a mechanism to normalize physics calculations across different tickrates to maintain consistent projectile trajectories?
- What is the expected behavior for interpolation when a client synchronizes with a server using a tickrate higher than the client's local prediction rate?