Shell Dota2 Projects
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The subtick architecture gives you more opportunities to provide the server with input. In the case of your game running at 300fps, the game will divide the framerate by the tickrate (64) which is 300 / 64 = 4,6. Rounding the number down gives you now 4 slots for input. The actual logic is a bit more complex and takes into account the last time input was sent, but we can ignore that here. Now you can send up to 4 inputs (for example, shooting) to the server that is handling the current tick. In addition, and this is the important part, every history entry also contains timing information at which fraction of the tick your input happened (it also contains information about your shooting position, fps and interp - see: https://github.com/SteamDatabase/Protobufs/blob/master/csgo/cs_usercmd.proto - but it is unclear how much of that information is going to stay for subtick and how much is for debugging purposes).
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
Index
Project | Stars | |
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1 | Protobufs | 328 |