> League of Legends does not use a fixed-step server clock, but rather a measured frame delta time which we throttle to a target frame rate. This makes the server more resilient to system-wide performance spikes, but this pattern definitely complicated determinism.
This could use some elaboration. I don't even know how it's possible to have determinism without a fixed-step. I must misunderstand what this means. Every simulation tick in league of legends has gotta be the same duration, right? ie: 1.0 / 60.0?
This could use some elaboration. I don't even know how it's possible to have determinism without a fixed-step. I must misunderstand what this means. Every simulation tick in league of legends has gotta be the same duration, right? ie: 1.0 / 60.0?