A question about TickRate and movement

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qNaN
qNaN
edited April 2023 in Fusion

Let us assume a TickRate of 60. This means that there is 16.666 ms between ticks.

If I move on the Client only at the fixed TickRate, will it not mean, that there will be potentially up to 16.666 ms delay before the client actually starts moving? 16.666 ms is of course not much, but it can be noticable if the TickRate is 30 or 20 or even lower.

Is there a way to start moving the client instantly (meaning on Update() instead of FixedUpdateNetwork()) for absolutely instant feedback? And is it something being done in games?