The Battlefield 4 Thread ~ Server details in opening post ~

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Frodders ~ Because it already does 30Hz client to server update.

Rroff ~ Correct

Not 100% sure of the way it works so there are a couple of different ideas floating around atm, DICE friends won't confirm atm.

It might not just be ticke rate the higher rates may also include a larger world space ie 300m rather than 100m radius. Need more info
 
I'm guessing but the network update option is probably just there for people on slower links so that their connection doesn't get saturated, the server and other clients would still be running at the higher rate - using (or not using depending on how its implemented) the option would put you at a bit of a disadvantage but make it more playable for those on slower connections.

Has anyone done any research regarding how demanding the dual 30Hz is compared to 10hz/30hz?
 
Might not be about tonight, going to have a Chinese and drop some tramadol so will be off my nut. If I am on it will be later 10ish maybe.

we've jus thad ours, Singapore noodles, Special Flied Rice, Chicken Green Pepper and Black bean and Crispy Shredded Beef....nom noms... I wont be on til around 10pm tonight
 
How did you get the credit for the kill on the enemy chopper ?

You went from the pilot seat of the transport, to the side seat repairing, then their chopper blows up and you get the credit ?
 
The network slider thingy that is present in bf4, and bf3 since release. Does nothing whatsoever. It's a waste of coding and space on the game menu. It didnt work in bf3, doesnt work in bf4, never will in either game. But things like tick rate etc that are being addressed in cte are a great step forward.
 
The network slider thingy that is present in bf4, and bf3 since release. Does nothing whatsoever. It's a waste of coding and space on the game menu. It didnt work in bf3, doesnt work in bf4, never will in either game. But things like tick rate etc that are being addressed in cte are a great step forward.

No. Network Smoothing Factor is exactly the same as CSS's Interpolation (cl_interp). If you change it to the lowest value, you'll notice that the fluidity of animations is reduced dramatically because you're only seeing enemies where they actually are, according to the server, every 100 ms (assuming a server-to-client rate of 10). This was optimal in CSS due to the rate being 66 or 100, there was no loss of smoothness.

With it maximized, the game will attempt to interpolate (guess) where the enemies are inbetween these 100ms updates, making motion smoother but not necessarily showing you the correct position - again, not an issue in CS. I have it maxed because I can't stand the jerky animations with it off, and it doesn't really affect my killing performance.

I imagine an intermediate value is a more mild interpolation value.
 
Well from using it in both bf3 and bf4, it does nothing whatsoever. Doesnt matter if you set it on low, medium or high. The problem with bf3 and 4 is client side detection. Dice tryed it in bfbc2 first, it didnt work. That game went server side detection which made it brilliant. The network slider is a placebo at best, but shouldnt be in the games to start with. I never played css, (though heard its good) but i played all the cod games upto blops 1, great reg and no need to mess about with bs sliders. Even the moh series online developed by dice play better than their so called flagship games such as bf3/4.
 
CoD and MoH are hitscan, so the hit registration will be better. Upon firing, damage is instantly applied to the exact location you were aiming at. Same as CSS.

BF has always had a projectile-based model, hence the need to adjust for mavity and lead your shots when fighting at long range.

Client-side hit detection is fine, as long as the tickrate is high enough.
CS1.6, widely regarded as the most competitive FPS out there (to this day) has client-side hit detection.
CSS changed to server-side as it's more secure from hackers. Hit registration was infinitely worse than 1.6 because of this.
It makes sense to use client-side with such a low tickrate. Server-side, with the projectile ballistics model would be unplayable.
 
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Quite often in the 2 years i played bf3, if a player ran across your fov, ie left to right. If you shot in front, (ie normal leading of a target) you missed. Shoot behind as you see him on your screen, kill. I can understand mavity and bullet drop etc, (target shooting is a hobby of mine). And dice cant even do that right, take the 7.62mm sniper/dmr weapons. At mediocre ranges of 200 yards you have to aim miles above your target to allow for bullet drop. In reality this isnt the case. 700 yards max before you need to start to fiddle with scope turrets to allow for drop, and bf4 doesnt do windage. I know the game isnt a simulation, but could they at least try a wee bit more for something that resembles realism.
 
Played some quakelive earlier, consider QL is a BROWSER game where the whole game is in firefox as apposed to BF4 which has its own EXE....pure hitreg, no corner issues, fibre optic + QL = unstoppable!

Thinking of going back to DF BHD now I have fibre, last time I played it many years ago on 56k (used to drop out if someone rang the house FML) and got a lot of epic lag, quite interested to see what it is like now!

Anyone who played that remember these maps?
http://www.dfbarracks.com/mapdb/index.php?action=dm&mid=1424

EPIC SNIPING FUN!
 
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Nice intro Joe! Good vid's

Sorry about last night guys, ended up popping some tramadol and watching SOA until 1am.

Will be on tonight.
 
Think I'm going to tear my system down and rebuild it today, needs a clean and want to apply that new TIM I got sent. "Borrowed" a can of compressed air from work to help me along with the way.

Also want to try and get my OC past 4.1. Want a nice stable 4.4. And still need to do that montage lol - so much work so little time.

*Edit* - 2XP now active.
 
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