Guides
Ping, Interpolation and Rubber-Banding: Netcode for Players
Why you get shot behind a wall, why you rubber-band, and why a steady 60ms connection beats a jumpy 30ms one. The client side of netcode, explained.
· 8 min read
Why you get shot behind a wall, why you rubber-band, and why a steady 60ms connection beats a jumpy 30ms one. The client side of netcode, explained.
What a tick is, how tick rate differs from frame rate and update rate, why higher is not automatically better, and why shots land behind cover.