Read moreNot to say we wouldn't do this in the future, but this has been explored by us internally (I personally did an exploration on this around 4 years ago). The conclusion we came to was that even with my team (of diamond+ players) could not observe any meaningful difference in how quickly the game updated. In the VAST majority of cases, players are being limited by their ping and not the server's tickrate. Getting a marginal performance improvement of this type would also bring a number of risks:
- Servers have to work (around) twice as hard, self explanatory.
- We have to make sure nothing bugs out due to this. Solve-able, but costly regardless and may have long-term butterfly effects of bugs and how your champions feel.
- Lower tickrate means more time for the server to resolve "conflicts" and run calculations. This means its less likely to run into bugs/miscalculations with things like stats, and gives the server time to optimize the packets/information it ...
To clarify, we could not observe any meaningful difference and we were on 0 ping testing internally.