public readonly record struct TickRateHow often the simulation ticks, and therefore what one Tick is worth.
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Remarks
The network tick is a divisor of the engine's fixed step rather than a clock of its own — networking does not get its own loop. Thirty a second is the default, against the engine's sixty: a snapshot every other simulation step is the usual shape, and doubling the send rate for no gameplay reason is the most common way to double a bandwidth bill.
The duration is computed in TimeSpan ticks rather than from seconds, for the reason the engine's accumulator gives: TimeSpan.FromSeconds(1d / 30d) rounds to the nearest millisecond and hands back 33 ms, which is a 1 % error that shows up as a missing tick in every frame whose length is a whole number of milliseconds.
Fields and properties (4)
public static TickRate DefaultThirty a second — one tick per two engine steps at the default fixed step.
public int TicksPerSecondHow many ticks a second. Between 1 and 1000.
public TimeSpan DurationHow long one tick lasts.
public bool IsValidWhether this rate was constructed rather than defaulted.
Methods (4)
public TickRate(int TicksPerSecond)How often the simulation ticks, and therefore what one Tick is worth.
public int ToTicks(TimeSpan time)How many whole ticks fit in a span of time.
public TimeSpan ToTime(int ticks)How long a number of ticks lasts.
public override string ToString()
Used by (13)
- ArenaMultiplayer
- GameClientMultiplayer
- GameServerMultiplayer
- LocalMatchMultiplayer
- SoakNetworkSoak
- LagCompensationTestsVixen.Net.Physics.Tests
- LagCompensatorVixen.Net.Physics
- PredictionWiringTestsVixen.Net.Tests
- SessionOptionsVixen.Net
- TickManagerVixen.Net
- TickManagerTestsVixen.Net.Tests
- TickTestsVixen.Net.Tests
- RealmVixen.Live.Realm