![]() If you’re familiar with the concept of ping (your system’s latency to the game server), this means that on average every action you take will be delayed by 7.8 ms. What this means for players is that every action a player takes happens with a maximum delay of 15.6 ms. If a server is sending you packets 64 times per second, it means you’re only getting information about the game every 1000/64 =15.6 milliseconds. These packets contain all the information about what’s happening in the game player movement, shots fired and flaming in allchat. ![]() Games like CS:GO have a tickrate of 64Hz, which means the game server sends packets to your client on what’s happening in the game 64 times per second. It’s measured in Hertz, so it happens very fast – many times per second. Tickrate is the frequency with which the game server computes stuff and sends the info to your computer. Before we start, take a look at the tickrates of some games old and new: ![]() Tickrate has been a source of contention between gamers since competitive gaming was invented. Games these days have varying tickrates depending on the the type of game you’re playing and the cost to the company (their greed, rather). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |