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1•bylde•22s ago•1 comments

Cross-Agent Privilege Escalation: When Agents Free Each Other

https://embracethered.com/blog/posts/2025/cross-agent-privilege-escalation-agents-that-free-each-...
1•wunderwuzzi23•33s ago•0 comments

How to Orchid, by Jemaine Clement

https://us.telepathicinstruments.com/
1•xrd•43s ago•0 comments

Can You Build a TikTok Alternative?

https://idiallo.com/blog/can-you-build-a-tiktok-alternative
1•WhyNotHugo•3m ago•0 comments

The Mechanism of Mineral Nucleation and Growth in a Mini-Ferritin

https://pubs.acs.org/doi/10.1021/jacs.5c05464
1•colingauvin•9m ago•0 comments

Sneaky asteroid zooms past Antarctica closer than a satellite

https://www.livescience.com/space/asteroids/sneaky-asteroid-zooms-past-antarctica-closer-than-a-s...
1•teleforce•10m ago•0 comments

The Free Republic of Verdis

https://verdisgov.org/
1•NGRhodes•13m ago•1 comments

TrueAnon Podcast: The Left Has Its Rabbit Holes

https://www.nytimes.com/2025/10/06/style/trueanon-podcast-left-conspiracy-theories.html
2•etc-hosts•15m ago•0 comments

Roadmap for AI in Visual Studio (October)

https://devblogs.microsoft.com/visualstudio/roadmap-for-ai-in-visual-studio-october/
1•ibobev•16m ago•0 comments

Tarot.js – A customizable JavaScript library for managing Tarot card decks

https://github.com/MarketingPipeline/Tarot.js
2•GFXPipeline•22m ago•0 comments

OpenAI wants to make ChatGPT into a universal app front end

https://arstechnica.com/ai/2025/10/openai-wants-to-make-chatgpt-into-a-universal-app-frontend/
3•AlexDragusin•26m ago•0 comments

Q&A: New DNA techniques reveal unseen soil bacteria and antibiotic candidates

https://phys.org/news/2025-09-qa-dna-techniques-reveal-unseen.html
1•PaulHoule•28m ago•0 comments

Scientists Just Connected the Dots Between Viruses and Everything

https://rachel.fast.ai/posts/2025-10-07-rethinking-viruses/index.html
1•chmaynard•29m ago•0 comments

Reqwire.io

2•Reqwireio•31m ago•0 comments

Ask HN: What solution does Stripe use for their API/webhooks Workbench?

1•alexander-g•32m ago•0 comments

Altman says no current plans for ads in ChatGPT Pulse – but not ruling it out

https://www.theverge.com/news/793073/chatgpt-pulse-no-plans-for-ads-sam-altman
2•evolve2k•33m ago•0 comments

The developer role is evolving. Here’s how to stay ahead.

https://github.blog/ai-and-ml/the-developer-role-is-evolving-heres-how-to-stay-ahead/
1•chmaynard•35m ago•0 comments

What Happens to European Workers When Immigrants "Take Their Jobs?" [pdf]

https://globalmigration.ucdavis.edu/sites/g/files/dgvnsk8181/files/2017-07/giovanni_what_happens_...
2•pupperino•38m ago•0 comments

Case-Insensitive OverlayFS Support Merged for Linux 6.18

https://www.phoronix.com/news/Case-Insensitive-Overlay-6.18
2•voxadam•38m ago•0 comments

RediShell: Critical Remote Code Execution

https://www.wiz.io/blog/wiz-research-redis-rce-cve-2025-49844
1•mihau•39m ago•0 comments

Homecomputer Tycoon (Alpha)

https://homecomputer-tycoon.lovable.app/?lang=en
2•doener•43m ago•0 comments

Beyond the Nobel Prizes Is a World of Scientific Awards

https://www.nytimes.com/2025/10/05/science/awards-prizes-non-nobels.html
1•voxadam•44m ago•1 comments

Deloitte to pay money back to Albanese government after using AI in $440k report

https://www.theguardian.com/australia-news/2025/oct/06/deloitte-to-pay-money-back-to-albanese-gov...
3•alienreborn•44m ago•1 comments

Show HN: ElevenLabs UI shadcn/UI components for audio

https://ui.elevenlabs.io
2•louisjoejordan•46m ago•0 comments

Nextcloud Hub 25 Autumn: Your digital workspace, ready in no time

https://nextcloud.com/blog/nextcloud-hub25-autumn/
1•doener•46m ago•0 comments

CDC Approves Physician-Referral Recommendations for Covid Shot

https://www.bloomberg.com/news/articles/2025-10-06/cdc-approves-physician-referral-recommendation...
1•geox•47m ago•0 comments

Lovable Cloud and AI

https://lovable.dev/cloud
1•doener•49m ago•0 comments

Chile's plunging birth rate may foreshadow future in U.S.

https://text.npr.org/nx-s1-5476032
2•mooreds•52m ago•1 comments

The new LK-99: DeepMind/Other AI solves navier stokes publicly by October 20?

https://manifold.markets/67/will-an-ai-solve-navier-stokes-and
3•palebone•1h ago•3 comments

Comments should apply to the state of the system at the point they "execute"

https://devblogs.microsoft.com/oldnewthing/20251006-00/?p=111655
2•ibobev•1h ago•0 comments
Open in hackernews

Valorant's 128-Tick Servers (2020)

https://technology.riotgames.com/news/valorants-128-tick-servers
150•nairadithya•2h ago

Comments

mmmeff•1h ago
Take notes, Valve.
Linkd•1h ago
As a lifelong Valve/CS fan, I've been so disappointed with subtick. It was pitched as generational evolution to the games netcode. Yet years later they're still playing catchup to what CS:GO provided..

Hopefully competition from Valorant and others puts more pressure to make things happen at Valve.

koakuma-chan•57m ago
I didn’t notice any difference between 64 and subtick.
Thev00d00•1h ago
Sub tick is probably more accurate overall but I do think the cs2 animation netcode is crap and hides a lot of the positives. Hopefully moving to Animgraph 2 will help that, who knows
ozgrakkurt•26m ago
Sub tick seems to be bs in practice. CS feeling on valve servers isn’t even close to valorant
fngjdflmdflg•1h ago
This is from 2020. Valve wanted to be smart and invented a new "subtick" system in 2023 which isn't as good as 128 tick. To make things worse, CS is a paid game, not free like Valorant, and makes probably much more money. They seemingly just don't care enough about the problem to solve it correctly. That or there is more work to be done on subtick to make it work better than 128.
Hikikomori•1h ago
CSGO could do 128 tick, Valve just doesn't want to pay for it, but you can easily find private hosted servers with 128 tick. Riot did put in a lot of work to get it down so much though.
Tiberium•1h ago
Nowadays Counter Strike 2 is free to play, although a paid prime upgrade is almost required if you want to play decent matches with less cheaters. FACEIT requires prime status too.

https://help.steampowered.com/en/faqs/view/4D81-BB44-4F5C-9B...

AceJohnny2•37m ago
> CS is a paid game, not free like Valorant, and makes probably much more money

(Veering offtopic here) Remember that Valve invented the free-to-play business model when they made TF2 free. As Gabe Newell said in some interview long ago, they made more money from TF2 after it went F2P ("sell more hats!")

Point being, being a paid vs free game is largely irrelevant to the profitability & engineering budget.

That said, I'm not sure why you say CS is a paid game. It is also free-to-play. Is some playable content locked behind a paywall?

jauntywundrkind•1h ago
> In VALORANT’s case, .5ms is a meaningful chunk of our 2.34ms budget. You could process nearly a 1/4th of a frame in that time! There’s 0% chance that any of the game server’s memory is still going to be hot in cache.

This feels like an unideal architectural choice, if this is the case!?

Sounds like each game server is independent. I wonder if anyone has more shared state multi-hosting? Warm up a service process, then fork it as needed, so there's some share i-cache? Have things like levels and hit boxes in immutable memfd, shared with each service instance, so that the d-cache can maybe share across instances?

With heartbleed et al, a context switch probably has to totally burn down the caches now a days? So maybe this wouldn't be enough to keep data hot, that you might need a multi-threaded not multi-process architecture to see shared caching wins. Obviously I dunno, but it feels like caches are shorter lived than they used to be!

I remember being super hopeful that maybe something like Google Stadia could open up some interesting game architecture wins, by trying to render multiple different clients cooperatively rather than as individual client processes. Afaik nothing like that ever emerged, but it feels like there's some cool architecture wins out there & possible.

Ellipsis753•1h ago
It does sound like each server is its own process. I think you're correct that it would be a little faster if all games shared a single process. That said, then if one crashed it'd bring the rest down.

This is one of those things that might take weeks just to _test_. Personally I suspect the speedup by merging them would be pretty minor, so I think they've made the right choice just keeping them separate.

I've found context switching to be surprisingly cheap when you only have a few hundred threads. But ultimately, no way to know for sure without testing it. A lot of optimization is just vibes and hypothesize.

deathanatos•1h ago
128 ticks per second servers. (And lo, suddenly the article's thesis is inherently clear.)

A "tick", or an update, is a single step forward in the game's state. UPS (as I'll call it from here) or tick rate is the frequency of those. So, 128 ticks/s == 128 updates per sec.

That's a high number. For comparison, Factorio is 60 UPS, and Minecraft is 20 UPS.

At first I imagined an FPS's state would be considerably smaller, which should support a higher tick rate. But I also forgot about fog of war & visibility (Factorio for example just trusts the clients), and needing to animate for hitbox detection. (Though I was curious if they're always animating players? I assume there'd be a big single rectangular bounding box or sphere, and only once a projectile is in that range, then animations occur. I assume they've thought of this & it just isn't in there. But then there was the note about not animating the "buy" portion, too…)

actionfromafar•1h ago
And Fortnite is allegedly 30 ticks per second.
Hikikomori•1h ago
And a few more players.
NekkoDroid•1h ago
Apex Legends is at 20 IIRC (My memory is from 2-3 years back on this one tho)

CSGO was at 64 for the standard servers and 128 for Faceit (IIRC CS2 is doing some dynamic tick schenanigans unless they changed back on that)

Overwatch is I think at 60

shaokind•1h ago
CS2 is 64 tick under the hood, with interpolation between the ticks. In the beta, server operators could modify the tick rate by patching the server binary, but when that revealed inconsistencies (which was meant to be avoided with the "subtick" system), they hard coded the client side tick rate to 64 [0].

[0]: https://twitter.com/thexpaw/status/1702277004656050220

sosodev•1h ago
CS2 is mostly 64 tick from what I understand. The "sub-tick" stuff is timestamping actions that happen on a local frame before the next tick. So in theory the client feels perfectly responsive and the server can adjust for the delta between your frame and the tick.

In practice it seems to have been an implementation nightmare because they've regularly shipped both bugs and fixes for the "sub-tick" system.

The netcode in CS2 is generally much worse than CSGO or other source games. The game transmits way more data for each tick and they disabled snapshot buffering by default. Meaning that way more players are experiencing jank when their network inevitably drops packets.

pton_xd•33m ago
That's very interesting. The CS2 netcode always felt a little brittle and janky to me, but I could never pin point exactly what was causing the issues. Especially since other games mostly run fine for me.

I also remember reading a few posts about their new subtick system but never put two and two together. Hopefully they keep refining it.

shaokind•23m ago
Worth noting that part of the packet size appears to be due to animation data, which they’ve begun the process of transitioning to a more efficient system. [0]

With that being said: totally agree on the netcode.

[0]: https://old.reddit.com/r/GlobalOffensive/comments/1fwgd59/an...

andrepd•21m ago
It's actually incredible how CSGO was such a great game and it's been replaced (not deprecated, replaced!) by CS2 which is still inferior over 2 years after the launch.
omnimus•44m ago
Its strange Apex is 20 ticks… it is often as fasr as FPS get. Is it because of number of players at same map that is a lot higher than in other games?
Thaxll•46m ago
Fortnite has to handle 100 players on the same process, very different from 128hz @10players max.
charcircuit•15m ago
That's not an excuse to give up on performance. The map is also much bigger which spreads people out.
bakugo•12m ago
Nowadays it's more like 20 players and 80 bots, so a lot less networking stuff going on, and the bot AI is so basic that I doubt it has a significant impact on server performance unless it's very badly implemented.
Hikikomori•1h ago
Client update was measured to be 73, not quite matching the 128 server tick and update rate. Maybe it changed in the last 5 years. CSGO private servers also ran with 128 tick rate.

https://www.youtube.com/watch?v=ftC1Rpi8mtg

ASalazarMX•1h ago
Fallout 76, for example, lets you see where other players are facing/looking at, or where are they pointing their guns even if they don't fire. The models are animated according to the input their users.

I don't think its ticks per second are great, because the game is known for significant lag when more than a dozen of players are in the same place shooting at things.

esseph•55m ago
20-30 is believed commonly by the Fallout 76 community.
lazide•52m ago
Lag is different than ‘unloaded’ ticks per second.
calvinmorrison•1h ago
OSRS plays on 0.6 TPS... or 100 ticks per minute kind of funny how different that is.
SchemaLoad•49m ago
OSRS players hate when they have to actually play the game. They just want to click the screen every 10 minutes while playing something else.
calvinmorrison•43m ago
me_irl
Liquix•43m ago
...what? the game is full of highly technical and demanding challenges which require "tick-perfect" inputs 2-5x per 0.6s game tick.
andrepd•22m ago
OSRS is a rhythm game. Fight me.
the_plus_one•2m ago
I don't think anyone would fight you on that. Inferno cheat plugins looked like 100 bpm Guitar Hero back in the day.
orlp•37m ago
No, OSRS is 100 ticks per minute which gives 0.6 second ticks, which rounds to 1.667 ticks per second.
typpilol•34m ago
Yup. As a plugin dev it has its weird quirks but it's quite amazing how the entire time runs at that speed
jsheard•33m ago
Eve Online probably wins the slowest tickrate award with its whopping 1 tick per second.
Liquix•31m ago
IIRC it gets even slower during massive battles where there are hundreds/thousands of players on the same server and area

https://wiki.eveuniversity.org/Time_dilation

magicalhippo•36m ago
When Battlefield 4 launched it had terrible network performance. Battlefield 3 wasn't great but somehow BF4 was way worse. Turned out while clients sent updates to the server at 30 Hz, the server sent updates back only at 10 Hz[1].

This was the same as BF3, but there were also some issues with server load making things worse and high-ping compensation not working great.

After much pushback from players, including some great analysis by Battle(non)sense[2] that really got traction, the devs got the green light on improving the network code and worked a long time on that. In the end they got high-tickrate servers[3][4], up to 144Hz though I mostly played on 120Hz servers, along with a lot of other improvements.

The difference between a 120Hz server and a 30Hz was night and day for anyone who could tell the difference between the mouse and the keyboard. Problem was that by then the game was half-dead... but it was great for the 15 of us or so still playing it at that time.

[1]: https://www.reddit.com/r/battlefield_4/comments/1xtq4a/battl...

[2]: https://www.youtube.com/@BattleNonSense

[3]: https://www.reddit.com/r/battlefield_4/comments/35ci2r/120hz...

[4]: https://www.reddit.com/r/battlefield_4/comments/3my0re/high_...

shit_game•15m ago
Also for comparison, the Runescapes (both RS3 and Oldschool Runescape) have a 0.6 tick/second system (100 ticks/minute). It works rather well for these games, which I guess highlights that some games either a) can get away with high latencies depending on their gameplay mechanics, or b) will evolve gameplay mechanics based on the inherent limitations of their engines/these latencies. RS3 initially leaned into the 0.6s tick system (which is a remnant of its transitions from DeviousMUD to Runescape Classic to RS2) and eventually developed an ability-based combat system on top of what was previously a purely point-and-click combat system, whereas OSRS has evolved new mechanics that play into this 0.6s tick system and integrate seamlessly into the point-and-click combat system.

Having played both of these games for years (literally, years of logged-in in-game time), most FPS games with faster tick systems generally feel pretty fluid to me, to the point where I don't think I've ever noticed the tick system acting strange in an FPS beyond extreme network issues. The technical challenges that go into making this so are incredible, as outlined in TFA.

tmathmeyer•3m ago
100ticks/minute is 1.666... ticks per second, not 0.6.
whalesalad•1h ago
I wonder if any game servers are implemented in Erlang?
seivan•1h ago
Network connection, lobby, matchmaking, leaderboards or even chats, yes. But the actual simulation, probably not for fast paced twitchy shooter.

Also not just for performance reasons, I wouldn’t call BeamVM hard realtime, but also for code. Your game server would usually be the client but headless (without rendering). Helps with reuse and architecture.

bogwog•47m ago
IIRC, Activision/Blizzard uses Erlang for their matchmaking systems (or used to... I saw it in a very old talk)
mikhmha•41m ago
In the case of Call of Duty: Black Ops 1. Thee matchmaking + leaderboards system was implemented by DemonWare (3rd party) in Erlang.

Erlang actually has good enough performance for many types of multiplayer games. Though you are correct that it may not cut it for fast paced twitch shooters. Well...I'm not exactly sure about that. You can offload lots of expensive physics computations to NIF's. In my game the most expensive computation is AI path-finding. Though this never occurs on the main simulation tick. Other processes run this on their own time.

echelon•1h ago
It sounds like they're so heavily invested in Unreal Engine that it's become the entire stack.

I was imagining some blindingly fast C or Rust on bare metal.

That UE4 code snippet is brutal on the eyes.

andrewflnr•54m ago
I distinctly remembered that Eve Online was in Erlang, went to go find sources and found out I was 100% wrong. But I did find this thread about a game called "Vendetta Online" that has Erlang... involved, though the blog post with details seems to be gone. Anyway, enjoy! http://lambda-the-ultimate.org/node/2102
Cyph0n•37m ago
Eve used Stackless Python.

CoD Black Ops used/uses Erlang for most of its backend afaik. https://www.erlang-factory.com/upload/presentations/395/Erla...

mikhmha•46m ago
I am currently doing this! Working on an MMO game server implemented in Elixir. It works AMAZING and you get so much extra observability and reliability features for FREE.

I don't know why its not more popular. Before I started the project, some people said that BeamVM would not cut it for performance. But this was not true. For many types of games, we are not doing expensive computation on each tick. Rather its just checking rules for interactions between clients and some quick AABB + visibility checks.

Thaxll•43m ago
You'll never get a modern FPS gameserver with good performance written in a GC language. Erlang is also pretty slow, it's Python like performance. Very far from C#, Go and Java.

The other reason is that the client and the server have to be written in the same language.

Sohcahtoa82•18m ago
> The other reason is that the client and the server have to be written in the same language.

This isn't true at all.

Sure, it can help to have both client and server built using the same engine or framework, but it's not a hard requirement.

Heck, the fact that you can have browser-based games when the server is written in Python is proof enough that they don't need to be the same language.

holoduke•1h ago
But animations are now lerped after each 4 frames. Do tickrate is 32 with interpolation. Not sure if sudden direction changes now might result in ghost hits. Some hardcore quake fans probably know the answer.
xmprt•1h ago
We should add 2020 to this. I read this article earlier and thought there had been some updates to the architecture.
mmanfrin•1h ago
Great irony of finishing a league game just now where the whole game lagged (for everyone in the game) to find this at the top of HN.
ajkjk•1h ago
not very ironic at all really, since they're different games?
dankwizard•57m ago
Same company, different focus
greatgib•1h ago
This deep dive article is very nice.

   At any given time, ~50 of those games are going to be in the buy phase. Players will be purchasing equipment safely behind their spawn barriers and no shots can hurt them. We realized we don’t even need to do any server-side animation during the buy phase, we could just turn it off.
That explains the current trend of "online" video game that is so annoying: For 10 minutes of play, you have to wait for 10 minutes of lobby time and forced animations, like end game animations.

On BO6 it kills me, you just want to play, sometimes you don't have more than 30 minutes for a quick video game session, and with the current games, you always have to wait a very very long time. Painfully annoying.

nemothekid•1h ago
This is not equivalent to "lobby time or end game animations" in other games.

In Valorant (similar to Counter Strike), at the start of the game you have 60 seconds to buy your weapons and abilities for the round. Valorant/CS is typically a best-of-13, and before each round is a 60 second "buy" period.

typewithrhythm•41m ago
It's the idea that if they leave more players idling in a lobby, but period, or animation, that it costs them less.

It's a deceptive way to sell people less game.

gopher2000•5m ago
> It's a deceptive way to sell people less game.

That's a dumb take. The buying phase is an integral part of the game mode. And the game is free.

dgunay•34m ago
In CS you can leave the buy zone immediately. I don't necessarily believe that Valorant's decision to fence players in their spawn for the first minute during the buy period is simply to save on server costs, especially because they realized that optimization possibility after the fact. Being able to buy your weapons quickly may have an element of skill, but it doesn't make for particularly interesting gameplay. They may have just decided that they'd rather level this part of the playing field so people can focus on the core tactical FPS gameplay.
LorenzoGood•20m ago
In CS you have a 20 second+ buy phase where you can't move.
andrepd•20m ago
In CS you have 15 seconds to buy, which is more than enough for any non-newbie.
Liquix•41m ago
very interesting read, it seems like management/engineering/vendors were all willing to get on the same page to hit the frame budget. especially the bit about profiling every line of game code into an appropriate bucket - sounds like a lot of work which paid off handsomely.

If you just make a list of “performance tweaks” you might learn about in, say, a game dev blog post on the internet, and execute them without considering your application’s specific needs and considerations, you might hurt performance more than you help it.

nice.

syspec•40m ago
This post reads less like an engineering deep dive and more like a Xeon product brochure that wandered into a video game blog. They casually name-drop every Intel optimization short of tattooing "Hyperthreaded" on their foreheads.
mtoner23•32m ago
well of course they would. they bought all intel hardware. and they are making one of the most perfromant multiplayer servers ever. they should be mentioning every optimization possible. if they had amd thread ripper servers they would mention all those features too.
Havoc•17m ago
You can mess with the code all day long, but you're not getting away from raw latency.

The modern matchmaking approach groups people by skill not latency, so you get a pretty wild mix of latency.

It feels nothing like the old regional servers. Sure the skill mix was varied, but at least you got your ass handed to you in crisp <10ms by actual skill. Now it's all getting knife noscoped around a corner by a guy that rubberbanded 200ms into the next sector of the map already while insulting your mom and wearing a unicorn skin