The developer of Modak explains that server-authoritative gameplay uses separate 50 ms ticks and a default 250 ms state-update interval, with combat events sent separately. Client interpolation smooths movement but adds delay. In an illustrative all-to-all state exchange within one area, ten times as many players produce roughly one hundred times the traffic. This is not a universal cost formula for total concurrent users. Sending static attributes during initialization instead of repeatedly is one practical way to reduce bandwidth.
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A game developer explains latency and state-update costs
Ping alone misses tick, snapshot and rendering delays, while crowded areas multiply traffic.