An update with some clarifications and answers to common questions I’ve seen:
Commands and logic still happen on tick boundaries, but for shots that were triggered between tick boundaries we re-position the game state to that sub-tick frame of reference for hit detection (for example, if you fired 8ms before a tick boundary, we rewind both yourself and others backwards in time by an extra 8ms so that everything lines up w/ that point in time).
We do update the players most up to date view/aim direction every rendered frame, but this is cosmetic only relative to the logic update rate.
Client framerate doesn’t matter for the server, since we never send more than one input per tick to the server.
It’s not an interpolation between end of tick inputs, we’re actually using where you’re aiming when you click.
As has been noted by others, this is only affected by the polling rate of the mouse hardware, the DPI and sensitivity don’t matter. The system is ...
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