Hi, everyone!
Since I have basic knowledge about game networking, I was a bit confused with Rust's performance with different server.tickrate and fps.limit numbers.
I've tested this both on local machine and VDS, and got same results:
Server tickrate (which is supposed to determine, how many simulations would be performed in one second), has ABSOLUTELY NO IMPACT to gameplay nor to CPU load percentage.
However Server FPS (which as far as I know needed to minimize tickrate deviations) has direct impact both on performance and gameplay (if it's below ~25 you start experience movement stutters, physics calculation delays, impossible to reload, ammo gets back to your gun after you have already shot it etc.) Btw it seems like all the shots are still registered (like if it was client-side hit validation...).
Could someone experienced with Rust networking explain, which point I'm getting wrong?
Since I have basic knowledge about game networking, I was a bit confused with Rust's performance with different server.tickrate and fps.limit numbers.
I've tested this both on local machine and VDS, and got same results:
Server tickrate (which is supposed to determine, how many simulations would be performed in one second), has ABSOLUTELY NO IMPACT to gameplay nor to CPU load percentage.
However Server FPS (which as far as I know needed to minimize tickrate deviations) has direct impact both on performance and gameplay (if it's below ~25 you start experience movement stutters, physics calculation delays, impossible to reload, ammo gets back to your gun after you have already shot it etc.) Btw it seems like all the shots are still registered (like if it was client-side hit validation...).
Could someone experienced with Rust networking explain, which point I'm getting wrong?
