From efb97e6b91c06bc087b163b54d4b9e19aa29663a Mon Sep 17 00:00:00 2001 From: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Date: Fri, 8 Aug 2025 10:32:58 -0700 Subject: [PATCH] Updates config comment for mc tick rate pop adjustment (#92451) Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> --- config/config.txt | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/config/config.txt b/config/config.txt index 1059bfe277a..f4391f83bcc 100644 --- a/config/config.txt +++ b/config/config.txt @@ -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)