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There are three reasons to limit the frequency of server simulation steps to a predefined tickrate: to conserve server and consumer bandwidth, to conserve server CPU time, and to permit clients to be certain of how much time has elapsed between every t...
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Individual / Designer
Website
https://usagamesinteractive.com/2020/05/mana-khemia-first-impressions/
Member since
July 28th 2021
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