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What is rubber banding? Why racing game opponents always catch up
Ever pulled far ahead in a racing game, only to find the computer cars right behind you a moment later? That is rubber banding: a hidden rule that speeds up cars that are behind and slows down cars that are ahead.
Drag the sliders in a simple race model to see how catch-up strength squeezes the gap, why it keeps races tense, and why some players feel it is unfair.

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Game Mechanics
15 Oct Is the loot drop rigged? RNG, drop rates and pity timers explained Ever gone ten drops in a row without the item you wanted? It feels rigged, but it is usually just random chance doing what it does. This… Game Mechanics
13 Oct What is aim assist? How games help controller players aim Aim assist is the small, hidden help that shooters give controller players: the crosshair slows down near an enemy, and the view quietly… Game Mechanics
11 Oct Delay or rollback? How online games hide lag: netcode explained Online games have to keep two computers in agreement while messages take time to travel. Delay-based netcode waits for both players'… Game Mechanics
9 Oct Why does 60 FPS still feel choppy? Frame time and stutter explained Your game says 60 FPS but still feels choppy? The counter shows an average. What your eyes notice is frame time, the gap between each… Game Mechanics
7 Oct What is tick rate? Why some game servers feel sharper than others Online games run on a server that does not watch the match like a film. It works in steps called ticks, and the tick rate is how many steps… Game Mechanics
5 Oct What is a hitbox? Why some shots miss when you swear you hit Games don't check your shot against the pretty model. They check it against simple invisible shapes called hitboxes, and only those decide…
15 Oct Is the loot drop rigged? RNG, drop rates and pity timers explained Ever gone ten drops in a row without the item you wanted? It feels rigged, but it is usually just random chance doing what it does. This… Game Mechanics
13 Oct What is aim assist? How games help controller players aim Aim assist is the small, hidden help that shooters give controller players: the crosshair slows down near an enemy, and the view quietly… Game Mechanics
11 Oct Delay or rollback? How online games hide lag: netcode explained Online games have to keep two computers in agreement while messages take time to travel. Delay-based netcode waits for both players'… Game Mechanics
9 Oct Why does 60 FPS still feel choppy? Frame time and stutter explained Your game says 60 FPS but still feels choppy? The counter shows an average. What your eyes notice is frame time, the gap between each… Game Mechanics
7 Oct What is tick rate? Why some game servers feel sharper than others Online games run on a server that does not watch the match like a film. It works in steps called ticks, and the tick rate is how many steps… Game Mechanics
5 Oct What is a hitbox? Why some shots miss when you swear you hit Games don't check your shot against the pretty model. They check it against simple invisible shapes called hitboxes, and only those decide…