TickRate and Synchronization Changes
After the Crafting Update, the speed of data exchange between the client and the server (TickRate) was increased to 60 Hz, which was aimed at improving the accuracy of character positioning in PvP matches. In most in-game situations it works as intended; however, some users began to experience micro-delays, while performing actions (most often when dealing damage to enemies and throwing grenades).
To study the problem, we have developed and added global and individual monitoring tools into the game. With their help, we have found out that from time to time, in-game session events produce a very short-term, but abnormally high load on the server. At such moments, most often the flow of the game process is normal, but sometimes there appear "lags" that interfere with shooting.
Naturally, before increasing the TickRate, we more than doubled our game server performance margin in advance. However, although the anomalous load is short-term, it consumes significantly more resources than was planned (up to tens of times more). It is difficult to settle the issue since the error is rare, random and so far has no visible logic.
Currently, the priority task for us is to find the reasons for the appearance of "peaks" of abnormal loads in the server code and eliminate them. It is important to conserve the improved synchronization system that prevents such occurances as teleports and the F12 problem, correcting only those issues that do not allow its advantages to be fully revealed.