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Fixed server physics when server has custom tickrate #515

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@tyabus tyabus commented May 19, 2021

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@neico
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neico commented Jun 27, 2021

Shouldn't the client tickrate also be adjusted?
Otherwise it would desync?

https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/client/physics.cpp#L180

-physenv->SetSimulationTimestep( IsXbox() ? DEFAULT_XBOX_CLIENT_VPHYSICS_TICK : DEFAULT_TICK_INTERVAL );
+physenv->SetSimulationTimestep( IsXbox() ? DEFAULT_XBOX_CLIENT_VPHYSICS_TICK : gpGlobals->interval_per_tick );

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tyabus commented Jun 29, 2021

Shouldn't the client tickrate also be adjusted?
Otherwise it would desync?

https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/client/physics.cpp#L180

-physenv->SetSimulationTimestep( IsXbox() ? DEFAULT_XBOX_CLIENT_VPHYSICS_TICK : DEFAULT_TICK_INTERVAL );
+physenv->SetSimulationTimestep( IsXbox() ? DEFAULT_XBOX_CLIENT_VPHYSICS_TICK : gpGlobals->interval_per_tick );

I've ran hl2dm server at 44 tickrate with this like for a year, and i didn't noticed any strange behavior on client.

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3 participants