Take notes, Valve.
As a lifelong Valve/CS fan, I've been so disappointed with subtick. It was pitched as generational evolution to the games netcode. Yet years later they're still playing catchup to what CS:GO provided.. Hopefully competition from Valorant and others puts more pressure to make things happen at Valve.
Valorant's 128-Tick Servers (2020)
31–40 of 136 posts
Re: Valorant's 128-Tick Servers (2020)
#32Re: Valorant's 128-Tick Servers (2020)
#33Re: Valorant's 128-Tick Servers (2020)
#34128 ticks per second servers. (And lo, suddenly the article's thesis is inherently clear.) A "tick", or an update, is a single step forward in the game's state. UPS (as I'll call it from here) or tick rate is the frequency of those. So, 128 ticks/s == 128 updates per sec. That's a high number. For comparison, Factorio is 60 UPS, and Minecraft is 20 UPS. At first I imagined an FPS's state would be considerably smaller…
Fallout 76, for example, lets you see where other players are facing/looking at, or where are they pointing their guns even if they don't fire. The models are animated according to the input of their users. I don't think its ticks per second are great, because the game is known for significant lag when more than a dozen of players are in the same place shooting at things.
Re: Valorant's 128-Tick Servers (2020)
#35I wonder if any game servers are implemented in Erlang?
Re: Valorant's 128-Tick Servers (2020)
#36128 ticks per second servers. (And lo, suddenly the article's thesis is inherently clear.) A "tick", or an update, is a single step forward in the game's state. UPS (as I'll call it from here) or tick rate is the frequency of those. So, 128 ticks/s == 128 updates per sec. That's a high number. For comparison, Factorio is 60 UPS, and Minecraft is 20 UPS. At first I imagined an FPS's state would be considerably smaller…
Fallout 76, for example, lets you see where other players are facing/looking at, or where are they pointing their guns even if they don't fire. The models are animated according to the input of their users. I don't think its ticks per second are great, because the game is known for significant lag when more than a dozen of players are in the same place shooting at things.
Re: Valorant's 128-Tick Servers (2020)
#37128 ticks per second servers. (And lo, suddenly the article's thesis is inherently clear.) A "tick", or an update, is a single step forward in the game's state. UPS (as I'll call it from here) or tick rate is the frequency of those. So, 128 ticks/s == 128 updates per sec. That's a high number. For comparison, Factorio is 60 UPS, and Minecraft is 20 UPS. At first I imagined an FPS's state would be considerably smaller…
OSRS plays on 0.6 TPS... or 100 ticks per minute kind of funny how different that is.
Re: Valorant's 128-Tick Servers (2020)
#38I wonder if any game servers are implemented in Erlang?
Network connection, lobby, matchmaking, leaderboards or even chats, yes. But the actual simulation, probably not for fast paced twitchy shooter. Also not just for performance reasons, I wouldn’t call BeamVM hard realtime, but also for code. Your game server would usually be the client but headless (without rendering). Helps with reuse and architecture.
Re: Valorant's 128-Tick Servers (2020)
#39128 ticks per second servers. (And lo, suddenly the article's thesis is inherently clear.) A "tick", or an update, is a single step forward in the game's state. UPS (as I'll call it from here) or tick rate is the frequency of those. So, 128 ticks/s == 128 updates per sec. That's a high number. For comparison, Factorio is 60 UPS, and Minecraft is 20 UPS. At first I imagined an FPS's state would be considerably smaller…
And Fortnite is allegedly 30 ticks per second.
Re: Valorant's 128-Tick Servers (2020)
#40I wonder if any game servers are implemented in Erlang?
I don't know why its not more popular. Before I started the project, some people said that BeamVM would not cut it for performance. But this was not true. For many types of games, we are not doing expensive computation on each tick. Rather its just checking rules for interactions between clients and some quick AABB + visibility checks.