| ▲ | amiga386 2 days ago | |
I think it's more the patching thing that made "collect and replay inputs" less common. Networked games have a "tickrate", just for the networking/state aspect. For example, Counter-Strike 2 has a 64Hz tickrate by default. They also typically have a fixed time interval for physics engines. Both of these should be completely independent of framerate, because that's jittery and unpredictable. | ||