I'm writing a system that basically sends a pulse with playerData that is essential to my game. Think of it as basically a heatmap that needs to be near realtime, easiest way to explain it.
I'm wondering why the playerData updates per 15 seconds is 10 updates, (once every 1.5 seconds), 150 updates per 5 minutes (once every 2 seconds) and 3600 an hour (once a second). It's not mathematically possible to achieve 3600 an hour if you stay under the other two limits. Can I just put my pulse on 1 second and call it done?