Tickrate: Hérna er smá texti um tickrate og hitbox á ensku ef þið nennið að lesa :D:D

http://www.connect2gaming.com/img/lag_compensation.jpg

This screenshot was taken on a listen server with 200 milliseconds of lag, right after the server confirmed the hit. The red hitbox shows the target position on the client where it was 100 milliseconds ago. Since then, the target continued to move to the left while the user command was traveling to the server. After the user command arrived, the server restored the target position (blue hitbox) based on the estimated command execution time. The server traces the shot and confirms the hit (the client sees blood effects). Client and server hitboxes don't exactly match because of small precision errors in time measurement. Even a small difference of a few milliseconds can cause an error of several inches for fast-moving objects. Multiplayer hit detection is not pixel perfect and has known precision limitations based on the tickrate and the speed of moving objects. Increasing the tickrate does improve the precision of hit detection, but also requires more CPU, memory, and bandwidth capacity for server and clients.

Tickrate 66 = This would be good on a server playing any type of map with any slot size.

Tickrate 75 = A suitable choice for a server that needs a larger slot size than a 100 tick would run properly with.

Tickrate 100 = This is an excellent tickrate for match servers. We recommend a server of no more than 16 slots with this tickrate.