Great writing!
About the second part where you name me directly about server stuff.
It is definitely an interesting discussion. What I tried to convey in the article is that using tick rate as a metric is misleading. The notion covers a lot of different concepts with different meaning depending on the tech stack. I am not going to comment on other games because every tech is different and have different design goals (I believe the technical part is an instrument to empower designers).
What I can say is that there is no free lunch. We have 60 players that can land at the same spot of a map and fight with high fidelity engagement. Shall we sacrifice a frame or two for shoulder picking to support this scenario ? So be it. From a design perspective it seems more interesting in our context. We still support high fps clients and we rely on our lag compensation to ensure fairness. I cannot throw money to grow bandwidth on people's connection so this argument seem...
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