Netcode & Hosting
30 Hz server simulation. Single source of truth.
Design sheet
Required fields for a system. Empty means undecided, not zero.
| Definition | 30 Hz server simulation. Single source of truth. |
| Owner Doc | Locked Action Required answer |
Visual references
Concept art, mood boards, generated images and map sketches attached to this item.
Assets required
Every asset here exists exactly once in the registry. Linking is reuse, not duplication.
| Asset | Category | Usage | Status | Polys |
|---|---|---|---|---|
| No assets linked yet. | ||||
Tasks
Design notes
AR-007 + AR-025 LOCKED. SERVER TICK RATE = 30 Hz. All references to 60 Hz are removed; any document stating otherwise is invalid.
Client rendering is independent of tick rate: low-end 30 FPS, mid-range 60 FPS, high-end 60 FPS locked.
Because the server runs at 30 Hz, client-side prediction, server reconciliation and historical state buffering for hit validation are all MANDATORY, not optional.
Tick rate may only be reconsidered after Vertical Slice completion, performance profiling, closed alpha, real latency measurement and server cost analysis. Never on preference.
Unity 6 LTS · NGO in dedicated server mode · Unity Transport (UDP) · headless Linux on Contabo · UGS for auth and matchmaking only.