Splatoon 2 Testfire DF Analysis (rock solid 60 FPS, 720p docked and dynamic resolution undocked)

Yes, this is correct.

I don't know where .1s is coming in, though. 20hz grants 50ms between ticks. Maybe you accidentally swapped with the current testfire's 12.5hz, which has 80ms between ticks?


I don't think it makes sense to say that one's interpolated position is x amount in the past because whatever delay exists is going to be attributed to latency. The tickrate deals with, as you say, the time between two ticks; this is significant because it determines how much of the game is being interpolated.

A discrepancy between two ticks is not going to yield "he shot me behind a wall" in most cases. It instead leads to problems less-noticeable to the user, where they make a motion in those 50ms that interpolation didn't accurately predict. If someone is moving towards a wall, interpolation is going to predict next linear steps well within 50ms.

It would be an issue if a Tracer was moving forwards and blinked very sharply in some direction (but Overwatch has mechanisms in place that try to mitigate this, from what I understand). Interpolation would pretend Tracer was walking forward linearly until that next tick proved otherwise.

In Splatoon, no such jerky movements exist except for instances where the user has crazy jukes using this kind of movement.

/r/NintendoSwitch Thread Parent Link - youtube.com