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*only just turned ping on
I'm hope that activity is downloading?
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*only just turned ping on
Ill be on tonight, I need to shoot things in the face repeatedly and slit someones throat.
Enough said, cya all in a little bit.
Added to OP.
damn son lmao
see you soon
I'm hope that activity is downloading?
I see the comment: "Increase the tick rate..." is second on the 'address rubber banding issues'.
Does anyone know what this will do to server performance at a technical level? More bandwidth? More CPU?
Currently, for both BF3 and BF4, the simulation tick rate value is locked to 30 ticks per second.
Changing it will however result to some unpleasant effects (even if it's also changed on the client-side).
For instance, player input will start becoming unresponsive, vehicles will start rubberbanding, several area triggers (eg. Capture Points) will not be able to properly detect the capturing players, fire-rates will become unstable, time of certain timers (eg. out-of-bounds) will be scaled down based on the new sim rate, etc.
I was looking into a way to hotfix some of these issues, however the game timing system appears to be span out across the entire engine, with dependencies upon dependencies, making it rather hard to achieve.
I should also note that the data tick rate fluctuates from 10 - 20 ticks per second, however movement updates seem to be locked at 10/s.
soundboard back bitches!!!!!![]()
Yes to both. Nofate the guy working on BF3 Venice Unleashed posted this about the tickrate and why it's not possible to increase it above 10Hz
Battlenonsense posted a video on it too and responded on symthic forums when they started ****ging him of.
Additionally, I think I read a tweet ages ago from Sliced_Lime that increasing the tick rate was not possible. It may be covered in the video.
Yes to both. Nofate the guy working on BF3 Venice Unleashed posted this about the tickrate and why it's not possible to increase it above 10Hz
Battlenonsense posted a video on it too and responded on symthic forums when they started ****ging him of.
Additionally, I think I read a tweet ages ago from Sliced_Lime that increasing the tick rate was not possible. It may be covered in the video.
30Hz client update rate is IMO fine for all but the most extreme top level players using some kind of "promode" style of play/mod but the server update is another matter - even upping it to 20Hz would knock 50ms straight off the built in delay which in a game like BF4 is huge and would immensely increase the quality of the experience for everyone. (EDIT: Well if they can also fix some of the other issues that result in massive delays/desyncs as well as those issues would detract from the impact of the increased update rate).
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*only just turned ping on
Indeed, but what I think Chris is saying is that they would almost have to start again to provide a dynamic tick rate which is the ideal solution (given the above assumptions regarding CPU use).
Would you agree that consoles are largely to blame for this issue regarding the engine? I'm not sure I made the link between the higher update rate and lower bandwidth. They seem contradictory to me.
I think what was missing in that video was a better analysis of the variability between different server sizes. If the tick rate stays constant then why does battlefield feel snappier with less people playing? Surely this has to be down to how efficient the gaming engine is and how the server is speced. I would imagine that it is the former that is the root cause of this issue.
I think the problem with fuller servers comes down to 2 factors - one being that they seem to have tried to clamp data rates to within certain limits and sometimes sacrificing accuracy to keep within those limits
downloading porn??? does that still happen with the 100s of free porn sites available today![]()