Legendary OT User
I wouldn't vouch for the client, especially on modern systems. As for the server - yes, exactly that (bolded). Those optimizations is mostly getting rid of delays that were tibia's design, and expanding pre-walk mechanism in the client which gives the feeling of smoothness for players with high ping (but also results in a possible bigger desync gap). Also the Nagle's algorithm with delayed ack, which is a tcp issue (that's where the famous leatrix latency fix was supposed to help partly). As I said it's disabled in otc/tfs code by default, but so can be in tibia server. Those things impact the feeling but don't have much to do with server working well or bad. The real issue is tfs design flaws such as the approach to database, where it constantly inserts huge queries in the main thread, lagging the game (also disallowing you to seperate it from db). It was discussed years ago and there was no intention to rework it because of possible "backward compatibility" break up.I played pretty much all meaningful ots servers past 10-12 years and yes original cipsoft client and server seems to perform head and shoulders above any amateur project (ots) when it comes to performance ( cipsoft one is rock solid and very stable ) and reliability ( i did not encounter any bugs in cipsoft client and servers whereas on ots i always found something wrong). I can't speak for others but from my point of view the "smooth" feeling on most ots is fake because it's usually caused by some movement optimizations rather than server working well and on rl tibia that's not the case because there everything worked as expected and this fake feeling of smoothnes is not needed when everything just works. Let me remind you last time those are my observations based on 11 years of experience in playing on ots and not knowledge based on analyzing under the hood code.