Updates config comment for mc tick rate pop adjustment (#92451)

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
This commit is contained in:
LemonInTheDark
2025-08-08 19:32:58 +02:00
committed by GitHub
co-authored by LT3
parent 0909348cea
commit efb97e6b91
+7 -2
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@@ -459,10 +459,15 @@ MINUTE_CLICK_LIMIT 400
BASE_MC_TICK_RATE 1
##High population MC tick rate
## Byond rounds timer values UP, but the tick rate is modified with heuristics during lag spites so setting this to something like 2
## Byond rounds timer values DOWN, but the tick rate is modified with heuristics during lag spites so setting this to something like 2
## will make it run every 2 byond ticks, but will also double the effect of anti-lag heuristics. You can instead set it to something like
## 1.1 to make it run every 2 byond ticks, but only increase the effect of anti-lag heuristics by 10%. or 1.5 for 50%.
## 1.1 to make it run every 1 byond ticks, but will increase the effect of anti-lag heuristics by 10%. or 1.5 for 50%.
## (As an aside, you could in theory also reduce the effect of anti-lag heuristics in the base tick rate by setting it to something like 0.5)
##
## Note: The reason to set this at/above 2 would be to carve out more time for sleeping procs and muck with scheduling the mc.
## Basically if set to 2 one tick will be dominated by sleeping procs, and the other has... a chance of being dominated by the mc (a low chance but yaknow)
## This is largely deprecated behavior, we have systems that do this automatically and more effectively. I'm keeping this here because of the heuristics stuff
## since I have a weaker grasp on that, but it should basically never be set above 2 (guarantees skipped ticks and horrible gameplay)
HIGH_POP_MC_TICK_RATE 1.1
##Engage high pop mode if player count raises above this (Player in this context means any connected user. Lobby, ghost or in-game all count)