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Tickrate Scaling and Physics Simulation Step Decoupling: Advanced Implementation and Real-World Architecture

Αρχική › Forums › High-Refresh Gaming Displays & Visuals › Resolution Scaling, DLSS/FSR in Shooters › Tickrate Scaling and Physics Simulation Step Decoupling: Advanced Implementation and Real-World Architecture

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  • #119217

    I’ve been refactoring my netcode stack and hitting real walls with decoupling the physics step from the render loop. My current setup uses a fixed accumulator for physics at 128 ticks, but when frame times spike during intense fights, the accumulator overflows and you get that rubber-banding stutter that’s basically unplayable in ranked. Has anyone successfully implemented a catch-up scheme that steps physics in bounded increments without warping entity positions visibly? And how are you handling the interpolation window for remote players—fixed delay, and if so, how do you tune it dynamically without introducing input lag on your own side?

    On the threading front, I’m running physics on a dedicated worker thread and networking on another, sharing state via lock-free queues, but I keep seeing race conditions on entity transforms that are brutal to reproduce. What’s your model for synchronization—double-buffered snapshots, or do you serialize all physics access through a single author thread? Also curious how you benchmark this in practice: are you measuring tick-to-render latency with hardware timers, or relying on in-engine telemetry? Any tools or methodologies that actually give you clean numbers?

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    #121097
    User AvatarNoah Cox
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    Re: Tickrate Scaling and Physics Simulation Step Decoupling

    The biggest misconception I see in these threads is treating tickrate as a pure “higher is better” dial when the real architecture question is about decoupling three independent loops: the physics simulation, the network tick, and the render frame. If you’re running physics inside your render callback or tied to a variable timestep, you’re asking for non-deterministic sim states that will diverge between server and clients—exactly the desync that makes ranked play feel broken. The clean pattern is a fixed-timestep accumulator: advance the simulation in discrete chunks (128 Hz = 7.8125ms steps is standard for competitive shooters) and interpolate the rendering between those snapshots. This keeps physics deterministic and frame-rate independent, which is non-negotiable if you want client-side prediction to reconcile cleanly.

    For tickrate scaling specifically, I’d push toward decoupling the simulation tickrate from the network broadcast tickrate rather than cranking both to 128. Many engines already run the authoritative sim at a fixed internal rate and then compress network updates using delta-state diffing and lag compensation buffers, sending only what changed. On the hardware side, this matters for input latency—make sure your input is sampled and queued

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