http://www.unrealadmin.org/modules.php?name=Sections&op=viewarticle&artid=15
That article explains why tickrate matters.
Because Tribes has always been such a high speed game, I figure more updates would be a lot better considering the distances covered in short time periods.
Sorry I couldn't add more to this. I know the processing requirements for the server and the bandwidth costs go up (marginally) with an increase in tick rate.
But frankly, T1 and T2 already used the equivalent of a tickrate 30 (32ms wait between updates), so I don't think it'd be that big of a difference in processing cost and bandwidth cost than what we're used to.
And of course, server admins could change tick rate if they like.
Just food for thought.
That article explains why tickrate matters.
Because Tribes has always been such a high speed game, I figure more updates would be a lot better considering the distances covered in short time periods.
Sorry I couldn't add more to this. I know the processing requirements for the server and the bandwidth costs go up (marginally) with an increase in tick rate.
But frankly, T1 and T2 already used the equivalent of a tickrate 30 (32ms wait between updates), so I don't think it'd be that big of a difference in processing cost and bandwidth cost than what we're used to.
And of course, server admins could change tick rate if they like.
Just food for thought.