Therapist wrote:
DEADMONSTOR wrote:
A single update of a game simulation is known as a tick. The rate at which the simulation is run on a server is referred often to as the server's tickrate; this is essentially the server equivalent of a client's frame rate, absent any rendering system.
FPS and tick rate are completely different.
Say if I have a loop that is ran every "tick". Putting the tickrate to 16 will only run it 16 times a second when if it is at 32 it will run it 32 times.
This is why it causes more lag when it is higher tick rate.
Please don't talk about stuff you do not understand monitor has nothing to do with this
FPS is what effects what you see on your screen. Tick rate is a server term for the update per second
But people with low refresh rate won't be able to keep up with the server's update cycle so they'll send less informations to the server?
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
FPS would still be the same. Meaning you will still send the same information. Have you ever lagged out in the game. If you are running you will keep running. GMOD is unique in that way.
This isn't how that works okay imma just say that