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How Multiplayer Games Do It | 6-Part Series

How do games make bullets register, hide your ping, and scale to 100 players? We break it all down in a 6-part series covering Valorant, CS2, PUBG, and Apex.

Series Overview: How Multiplayer Games Do It

A 6-part series breaking down how your favourite games like Valorant, Counter-Strike 2, and Apex Legends handle lag, hits, 100-player lobbies, and matchmaking.

Episodes

๐ŸŽฎ Episodes 1 & 2 are live. The rest are dropping very soon.

# Episode What You'll Learn
1 Tick Rate Server update frequency, tick vs frame rate, performance tradeoffs
2 Client-Side Prediction Prediction, reconciliation, rollback, why movement feels instant
3 Hiding Lag ๐Ÿ”“ Coming Soon Interpolation, smoothing, "shot around the corner" problem
4 Hit Registration ๐Ÿ”“ Coming Soon Favor-the-shooter, hitscan vs projectile, server rewinding
5 100+ Players ๐Ÿ”“ Coming Soon Area of Interest, scalable architecture, battle royale networking
6 Fair Matchmaking ๐Ÿ”“ Coming Soon MMR, ELO, queue time vs match quality, smurf detection

Episode Details

โšก Episode 1: How Multiplayer Games Handle Tick Rate

Tick rate fundamentals, server update frequency, tick rate vs frame rate, and performance implications.

Games discussed: Counter-Strike, Valorant, PUBG, Apex Legends, Rainbow Six Siege, Overwatch, EVE Online

โšก Episode 2: How Multiplayer Games Do Client-Side Prediction

Client-side prediction, server reconciliation, mispredictions, rollback, and why movement feels instant.

Games discussed: Counter-Strike 2, League of Legends, Street Fighter 6, Quake, Duke Nukem 3D, Apex Legends, Valorant, Dota, Guilty Gear

โšก Episode 3: How Multiplayer Games Hide Lag โ€” ๐Ÿ”“ Coming Soon

Lag compensation, interpolation, smoothing, and the "shot around the corner" problem.

Games discussed: Valorant, Call of Duty, Counter-Strike 2, Doom, Quake, CS:GO, Apex Legends

โšก Episode 4: How Multiplayer Games Handle Hit Registration โ€” ๐Ÿ”“ Coming Soon

Favor-the-shooter, hitscan vs projectile, hitboxes, server rewinding, and "I shot first" moments.

โšก Episode 5: How Multiplayer Games Handle 100+ Players โ€” ๐Ÿ”“ Coming Soon

Area of Interest, scalable server architecture, data prioritization, and battle royale networking.

โšก Episode 6: How Multiplayer Games Match You Fairly โ€” ๐Ÿ”“ Coming Soon

MMR, ELO, matchmaking algorithms, queue time vs match quality, smurf detection, and ranking systems.

Who Made This

We're game developers who got tired of surface-level explanations. This series is us breaking down how multiplayer actually worksโ€”the same stuff we deal with when building games.

So your Reddit rants can finally be accurate.