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Relatar um problema com a tradução
Ticks are indivual time steps where the Server simulates the Game. Within each tick, the server processes user input, performs a physical simulation, checks the game rules, and updates all object states. On each Tick the server checks if any of all connected client needs a world update and if so takes a snapshot of the current world state.
Input prediction and lag compensation do an extremely good job of ensuring a smooth gaming experience when maintaining low and stable ping. The reason why most people don't notice the difference between 64 and 128 is also likely because of both.
However, when your game client receives a packet from the server, there is no way it will simply show you the updated game world immediately. That would cause everyone to glitch around the map at 128 or 64 intervals. Instead, it waits for a fixed interpolation time called lerp.