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In godot (compile main daily) I am running 120 tick rate but have found some interesting optimizations happen there and above (240) and am seriously temped to just make 240 my default (but I need to do more server load tests as I’m planning to scale)


240Hz has issues too though, it means that there's on average 1.66 physics ticks per screen refresh on a 144Hz screen. In practice that means that an object moving at, say, 0.1 meter per tick will have moved 0.1 meters in some frames and 0.2 meters in other frames, which leads to choppy animation. That's why I mentioned tick rates in the kilohertz; sometimes having 10 ticks between frames and sometimes 11 ticks isn't a big deal, but sometimes having 2 and sometimes 1 is noticeable (and obviously if some frames have 1 tick and some have 0 ticks between them, that's a disaster (unless you do interpolation which is a different can of worms)).

Now running physics at 240Hz or even 120Hz might still be the right choice for your game, especially when taking into account human factors and time constraints, it's just not a panacea


For 144 and 240 Hz, the LCM (least common multiple) would be 720 Hz. At 144 Hz that's 5 ticks per frame, and at 240 Hz it's 3 per frame.

https://www.calculatorsoup.com/calculators/math/lcm.php


> will have moved 0.1 meters in some frames and 0.2 meters in other frames

Not if you interpolate based on previous position. This means you accept up to 16ms display latency, but the trade off is smooth motion.


That's why I wrote this part:

> unless you do interpolation which is a different can of worms




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