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by hamdingers
233 days ago
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That's correct, and the most competitive multiplayer games tend to have fixed tick rates on the server, but the higher FPS is still beneficial (again, theoretically for all but the highest level of competition) because your client side inputs are sampled more frequently and your rendered frames are at most a couple ms old. |
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Tying the input loop to the render loop is a totally arbitrary decision that the game industry is needlessly perpetuating.