Defines the maximum allowable processing time within a game tick before game lag or stutter is noticed by end-users.
Notes
The value of this constant depends on the number of players on the current map as follows:
Number of Players:
1
2
3
4
5
6
7
8
9
10
PULSE_TICK_TIME:
65ms
65ms
60ms
45ms
36ms
30ms
26ms
23ms
20ms
20ms
The algorithm used will be adapted over time to fine tune it to get the best results for different scenarios.
In Warzone 3.2, a new shared data object is being added which should, in theory, allow Pulse instances across multiple players to share trigger run processing time metrics and thus allow a very different, more dynamic and accurate approach.
Requires:
Warzone 3.1
Pulse 0.1
Significant changes will likely be made at a later date to accommodate new JS API features in Warzone 3.2.