Ads skipped

Source Engine Tick System Explained

169K views · Dec 19, 2022 · Gaming

Comments · 430

  • @Pinsplash · 3 years ago (edited) · pinned

    People keep saying things along the lines of this so let me just inform you all that what happens in one engine has no bearing on another engine.<br>Patch 1.1<br><br>Removed bit where I spoke poorly about the downsides of delta timing

    195

  • @bugjams · 3 years ago

    &quot;You won&apos;t understand what ticks until you understand the issues with the alternatives.&quot;<br><br>Ah yes, <i>lice.</i>

    453

  • @izzieb · 3 years ago (edited)

    I know exactly what a tick rate is. It&apos;s how many ticks bite you per minute and it influences how quickly you get Lyme Disease.

    1.6K

  • @PintaraVS · 2 years ago

    fun fact: DooM (1993) and DooM 2 uses tics for it&apos;s logic, and they are 1/35th of a second, as the framerate cap <i>was</i> 35

    68

  • @npc_pigeon · 3 years ago

    &quot;skyrim was made by bethesda&quot; 💀<br><br>great video! this is the best explanation i&apos;ve heard for what ticks actually are. i&apos;ve never fully understood the difference between ticks and frames before, and people talk about tickrates etc. quite a bit when it comes to setting up servers for bhopping capabilities (in css at least).

    994

  • @CassieMrrp · 3 years ago

    Minecraft with the Carpet mod gives an excellent demo of ticks. <br><br>/tick freeze allows you to stop all game ticks while still allowing movement<br><br>/tick step does one step<br><br>You can speed or slow time by changing the tick rate<br>/tick rate 20 is the default rate of the game<br><br>/tick rate 10 makes 1/2 speed<br><br>Its an excellent way to introduce the concept of ticks to people, and very helpful for debugging redstone contraptions

    289

  • @WhiteDragon103 · 3 years ago (edited)

    Something else to consider: When dt is extremely small, (extremely high frame rates) floating point accuracy issues may occur, or in other words, rounding errors.<br>If tiny values are being accumulated into a large value, the tiny value may be too small compared to the large value and get rounded down, and the large value doesn&apos;t change.<br>For example, if your velocity is tiny (0.001 units/sec), and you&apos;re position is large (1000 units away from 0), and the delta time is tiny (1000fps) your position may not change. 1000 (position) + 0.001 (vel) * 0.001 (deltaTIme) = 1000.0000001 (nextFramePosition), but it might just get rounded to 1000.<br>This is why when you fly away from the center of a map extremely far, you can start to notice bugs.<br>There are ways to fix this but sometimes devs don&apos;t bother.

    288

  • @randomcommenter10_ · 3 years ago

    The Half-Life version of shounic

    124

  • @arvh-v8n · 1 year ago

    &quot;Skyrim was developed by Bethesda&quot;<br><b>shows carriages going crazy</b><br><br>Understandable, have a nice day.

    9

  • @hermitgreenn · 3 years ago

    It deserves to be pointed out how unique the Goldsrc, Source and (to a lesser extent) IDTech engines are regarding how they process game logic in general. Everything, even the menus and single player runs on a server, a local server in this case. In a way. When you open Half Life 2 you effectively start a local dedicated server just for your game session. This is the reason enabling cheats is a server command, same with changing the tickrate. IDTech games tie some game logic to the frame rate even to this day whereas Source relies on tickrate. Frame rate dependent movement is why you have super bounce bugs in Quake 3 and Call of Duty 4.

    69

  • @saniel2748 · 3 years ago

    Minecraft is, weirdly enough, an interesting example of such technique. As far as I know, it not only separated gameplay update and rendering update, it also puts them in completely different threads. Therefore, minecraft is like, the only game I know of, that can lag without drops in FPS. Stuff just won&apos;t move, but still render in 60fps<br><br>.....Though maybe I&apos;m misunderstanding why exactly those things happen

    175

  • @Kyle-McGough-Old · 3 years ago (edited)

    It’s worth noting that the tick system was made specifically for multiplayer. The server runs the game simulation and replicates the tick snapshots across the network so multiple source clients can view roughly the same game state. I suspect they use that model for single player simply because it’s easier to have unified game logic not because they thought it would fix bugs that are linked to framerate.<br><br>You can read more about this tick system and source networking on the valve software wiki.<br><br>This also means that the assumption that the tick rate would always be 66 is very sane. You shouldn&apos;t need to change the tick rate of a single player game at all so the option being exposed is a bit silly.

    208

Up next

LIVE

The Sift (4th) Dimension, in Minecraft.

Phoenix SC · 2M views

LIVE

Questioning Bulbapedia's Questionable Feebas Tile Strategy

Pinsplash · 9.3K views

LIVE

20+ YEAR OLD C++ Code of Half Life 2

This is GameDev · 225K views

LIVE

Okay, but how does airstrafing ACTUALLY work?

zweek · 645K views

LIVE

Beyond The Source Engine: How and Why?

Elgen Channel · 80K views

LIVE

Instant Mission Fail Softlock when Playing HL2 Map in Episodes

Pinsplash · 62K views

LIVE

Mistake of Pythagoras is the most bizarre Half-Life 2 mod I've played.

Techn1colour · 11K views

LIVE

Liminal Spaces and the Source Engine

Bem · 27K views

LIVE

When Optimisations Work, But for the Wrong Reasons

SimonDev · 1.7M views

LIVE

How the G-Man Retconned Half-Life

Skyrionn · 280K views

LIVE

Half-Life 2 When Pi is Wrong

Pinsplash · 185K views

LIVE

What CS:GO is meant to look like

3kliksphilip · 1.2M views

LIVE

Beyond The Source Engine: A Year of Foundation.

Elgen Channel · 37K views

LIVE

The Borealis.

Archenlander · 357K views

LIVE

50 Glitches and Facts about Half-Life 2 you have a low chance of having prior knowledge of

Pinsplash · 1.5M views

LIVE

A Brief History of the Source Engine

CHAMPutee · 209K views

LIVE

Half-Life 2 Developers React to 50 Minute Speedrun

IGN · 8.1M views

LIVE

How to set up a Source SDK 2013 Singleplayer mod

PPPinsplash · 6.6K views

LIVE

A Love Letter to Unreal

Nick Burns · 68K views

LIVE

What Happened During Half-Life's 20-Year Gap?

Archenlander · 451K views

LIVE

Source Evolution and Branches Explained

qyuetx · 220K views

LIVE

The Secret Behind Source's Lighting

Elgen Channel · 65K views

LIVE

Dumbest Source Engine Arguments

Pinsplash · 181K views

LIVE

Half-Life's On A Rail Isn't Bad | Cascade

PurpleColonel · 200K views

LIVE

Why Does Half-Life 2 Still Look So Good?

eurothug4000 · 160K views

LIVE

Counter-Strike's Forgotten Features and Unused Items

DeZolance · 428K views

YouTube, with the door locked.

Aegis plays a clean stream instead of YouTube's player, so pre-roll ads, trackers, and fingerprinting never ride along. Drop Shields any time if you want the official player back.