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The new system causes all of this stuff to happen instantly and in the order it happened. That's all it really is, if my understanding of it is right.
For example say we have 2 ticks at time A and B, I shoot in between A and B (at C). When the server processes tick B, it winds back players' movements to time C and applies my input shot.
Do you agree that the 16ms is the rate at which the server tells my client where people are and which animation frames to play on them? So, for example, they might shoot and have it apply on me at "the correct time", but they couldn't see me to take the shot yet (prefiring)..? So I might see them appear from behind a corner after they have shot me, according to the server and their client (which are both 'correct')
Imagine if the server tickrate was even lower - 4 ticks per second. All the players' inputs are applied at the right backdated times, but it takes a minimum of 250ms even on LAN for my client to get new player positions and show them.
Basically I'm looking for a clear explanation from Valve with scenarios like this. Did they ever publish something like that?
For example, if I have 60ms ping it means 4 server frames will pass between when I click and when my input arrives on the server. The server sees that I actually shot at time A even though it's on "A+4 ticks", it also sees someone else shot at "A+2ms" but that my shot killed them first, so theirs isn't run and I win. So it can let you resolve conflicts "in between ticks" (hence the name), but it can also evaluate things that not all the players have had a chance to see yet (via animations/positions and speeds of players).
Hmm, I think a lot of what you're describing actually had to do with ping rather than tickrate. In my understanding, the ping is the delay between each individual client compared to the server (which would explain the "prefiring" scenario you just described), while tickrate determines how often a bunch of specific actions will take place in the next tick.
So, let's say, if we had an exaggerated tickrate of 1 tick every 10 seconds, then that would mean that every single input that happened inbetween those 10 seconds would not take place until the 10-second mark, so if person A took a shot in the first second, person B took a shot in the fifth second, and C on the eighth second, every single shot would be fired at the same time when it reached the next tick (at the 10-second mark), so it wouldn't actually matter how fast you took a shot inbetween a tick, but rather how many shots were fired in that time lapse regardless of time order.
A subtick would eliminate all that entirely...
Correct me if I'm being delusional, lol.
If the server has a slow frame (or a couple slow frames), the time delay *before* applying a backdated input *and before* telling me about the result is even longer. Maybe that's how the awful looking situations work..
Yeah, I agree completely. But wouldn't it be nice to have some higher tickrate servers, just to get updated animations/positions sooner? Keep subtick but don't use it as an excuse to have cheap low tickrate servers, in other words....
People are playing on 120, 144, 240Hz+ monitors but receiving players' positions at 64hz maximum. That's garbage!
I guess my complaint is that subtick+128hz is more fair than subtick+64hz too, even if latency is still kept the same for everyone.
In non-subtick if you click between ticks, the server does not wind back inputs. Click, wait until tick, check where mouse is at the end of tick, and enemy was missed.
So subtick inputs have a timestamp in between ticks as well, they just get sent to the server on the next tick. Regular tick inputs do not have timestamps, so every calculation happens for the time at the tick.
(wouldn't it heavily bias the game for very high fps clients? right at a time when everyone's performance is tanking from new shaders etc?)
also note who made that video..
Subtick is about move and shoot, while the rest is processed at 64 tick
More fps means the game have more data in 1sec window, means more precision, lower input lag too