Battlefield 3 thread - Server details in opening post -

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Is this game really sensitive to video card overclocking?

5 games - 4 crashes post patch (looks like a graphics glitch). Slight overclock on my 470 @ 675 core.
 
It should be showing this in you Battlelog. I have legitimate LE edition:

b2ke.jpg

Yeah that's what I had last night. My copy is legit! I didn't know they were going to send me a Russian version when I ordered it. I wonder what chances of a refund I'll have if Karkland is removed?...
 
Can you shoot through the fence on caspian border yet?

It's so annoying seeing a guy running 10ft from you, and not being able to pwn him :p
 
Come at me bro :D

Especially on Siene, its sex for the IRNV... Bazzar less so as you get that stupid dust cloud or something blowing around.

Not tried it on Tehran but I can still see it being fine for A-B or C-D... the nomansland in the middle might be a bit of a pain though, more of a scope to see who is where and then plan a route.... and Metro I hardly ever play.

Ooh you're on! Whats your Battlelog ID.. Hunt ya later :cool:
 
It should be showing this in you Battlelog. I have legitimate LE edition:

b2ke.jpg

When will this map pack go live ??
I see that on my PC and can not wait to play it :) Also had a go last night and i have to say they have done an amazing job on this patch it just feels more together when in an intense fire fight i am one happy bunny.
 
Interpolation

Here is my understanding of it (this is not an epically researched report on it, someone who is in the scene is likely to come here and ruin me). We currently don’t know what the tic rate of the server is (tic is the number of “this is where everyone is” packets that are issued to the clients per second). There are 3 methods of displaying this information from a client POV;

Directly, where you would get a warping effect as your client displayed each person in the position instructed by each packet (dropped packets or out of order packets will produce increased warping).

Extrapolation whereby your client tries to visually predict where the positions will be based on the information obtained from the previous packet (ie speed, direction etc etc), the problem with this method in FPS is that human players tend to be random, if they change position or packets are dropped or arrive out of order then your client needs to correct this and can only do so by warping the player to their new location.

Interpolation, visually speaking the best solution, your client buffers the incoming packets and displays them accordingly. ie packets are received and displayed as follows (packets are bold);

Received 10ms A - 20ms B - 30ms C - 40ms D - 50ms E - 60ms F

Hardcoded buffer 100ms (BF3)

Interpolation buffer 100ms (BF3)

Displayed 10ms Nothing – 20ms Nothing – 30ms Nothing – 40ms Nothing – 50ms Nothing – 60ms - Nothing – 70ms Nothing – 80ms Nothing – 90ms Nothing – 100ms Nothing - 110ms Nothing – 120ms Nothing – 130ms Nothing – 140ms Nothing – 150ms Nothing – 160ms Nothing – 170ms Nothing – 180ms Nothing – 190ms Nothing – 200ms Nothing - 210ms A - 220ms B - 230ms C - 240ms D - 250ms E- 260ms F

What the above is showing is that your client is showing your enemy where they were 200ms ago, its an example but the figures are relatively accurate based on what information is out there. It makes me wonder if that black phase in is the client buffering the packets…. Visually its smooth as dropped packets don’t matter, there’s a buffer in place so the visual implication of dropping say packet C above is zero because the client can calculate the animation transition (within the buffer) between the position in packet B and packet D without any warping. They have clearly increased the hard coded buffer and the interpolation buffer from beta to retail as the warping has stopped more or less but the question remains to what cost ?. Your seeing where your enemy was 200ms ago, he might have moved and whilst your hits should still register (because its client side hit reg) what’s more important is that he might have started shooting and you won’t know about it until 200ms after the event. You are in effect playing the game in the past.

If you have a decent ping to the server, which most of you have you are being given an additional 200ms ping by your client (artificially) so that it can buffer the packets. The new network interpolation slider lets you reduce the interpolation buffer from 100ms to 0ms (we will always have the hard coded buffer). Reducing the interpolation “could” introduce some visual rubber banding to you if you have a poor connection to the server because the received packets will be displayed in a more direct fashion, there will still be some interpolation due to the hard coded buffer. Anyway for people who play on other servers its worth baring this in mind if you do change it.

I have a ping of 10-20 to our server, I don’t need additional interpolation and thus I have set it to about 0.10 (you can’t be accurate because it’s a slider and not a numerical value). I’m not getting any warping and I will update you with how this effects my game, but I’m happier playing the game nearly 100ms nearer the present than I was yesterday.

** this is a c/p of a post I made on our forum to our chaps, thus some of the "our server" talk is directed at them rather than people here. The point still stands though
 
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It’s a method we use the get the servers full, the server will automatically change the server slots as the player count goes up, this allows for people to find us when selecting 1-5 free slots and doesn’t disable quick join.

This is one of the reasons why our servers were full most of the time. Tho now they’ve put the location on the server its going to be more difficult to fill, as UK servers don’t often get a lot of love from outside uk, hence us keeping “UK” out of the name.

Just hope the 64man conquest will be nice and full come Karkand Release as the 1000 tickets BF2 maps only rotation will make the games last longer and thus more fun

Ah well, I've not been going on them for a while now, as at first i thought they must have been set up for a match or something then started getting suspicous when they were the same for days.

My bad, at least I can jump back on them now.
 
Ah well, I've not been going on them for a while now, as at first i thought they must have been set up for a match or something then started getting suspicous when they were the same for days.

My bad, at least I can jump back on them now.

Good to hear man! Looking forward to caining the 64man Karkand when it comes out!!
 
Interpolation

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Very helpful explanation, thanks! But surely now there will be more unfairness created by this slider unless everyone moves it to zero and accepts the warping that may bring, as some players will have up to a cumulative 300ms (i.e. fixed 100ms + interpolation 100ms + actual ping circa 100) disadvantage to others who only have the fixed 100ms disadvantage. Is that right?

Why did they bugger about with all this?! It made much more sense in previous FPS games where u knew if u had a high ping (100ms+) u'd have to aim slightly further ahead of whatever u were looking at than if u had a 15-30ms ping and could basiscally aim right at it :rolleyes:
 
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