Forum Discussion

Re: Server Tickrate

Where did you get the information that the server tickrate is 20? It feels alot smoother than the initial blackout tickrate and that was 20...

13 Replies

  • I think they updated to 64Hz, but their netcode is still terrible because they favour the shooter and give high pings an advantage. 

  • xerosum's avatar
    xerosum
    7 years ago

    Most games favour the shooter. That’s why in most games, if your health is low and you turn a corner and they shoot - you die - even though you were around the corner.  It’s how the server deals with conflict resolution.

    its likenin risk. If the defender rolls the same number as the attacker, the draw is decided by favouring one side over the other.

  • in the launch options for apex legends in origin if you add +cl_showfps 1 it will show you the server tickrate. 20.00 +/-00.01 or something similar to that. Devs also mentioned it to some early testers https://youtu.be/kIC-LJti6Gg?t=566 listen for about 25s

  • xerosum's avatar
    xerosum
    7 years ago
    The reason that Treyarch changed the tick rate from 60Hz to 20 Hz is because of server load. I imagine it’s the same for this as well. Dice did the same for BF5
  • I'm sure that's why. It's just a subpar experience vs a server that can actual handle higher tick rates. I don't think it's unreasonable for people to be asking for 30-40 tick servers for the base match making. Especially when you consider other modern shooters offer far higher tick rates. As mentioned previously basic casual CSGO and CSS servers are 64 tick , nearly every Team Fortress 2 server is 66 tick, BF4 people complained about the low tick rate so much they updated it to support 60+ tick rates (commonly referred to in Hz in the BF community)

  • Koochi-Q's avatar
    Koochi-Q
    7 years ago
    @Comanglia, thanks for the info. I'm on console tho so can't do that command. Still tho, feels very different to blackout launch. So far I've had very few instances of 'how'd he still hit me there?!'
  • That's the good side of Server-sided hit registration. If you have low ping and you duck behind cover it's nearly impossible for a high ping player (or someone who uses to much interplolation) to get hit registration on you. Though the flipside of this coin is that means that player just saw several shots hit you for no damage. The main problem with server-side hit registration and the definition of "high ping" or "to much interpolation" changes based on the tickrate, lower tick rates means everyone is simulating MORE interpolation. This means players with reasonable ping time (25ms to 75ms) and a stable connection maybe subject to a lot more of the bad side of server hit registration where they see shots hitting people and not doing damage or seeing shots come at them they take cover and they're hit with 3-4 more shots than they were expecting.

    Example

    20tick server , 25ms ping

    50ms of interpolation + 25ms of packet travel time = 75ms of delay from what the server sees

    40tick server, 25ms ping

    25ms of interpolation + 25ms of packet travel time = 50ms of delay from what the server sees

    Now who did you think would have better hit registration? Obviously the 40 tick server player because they're seeing more relevant information and they're shooting at a target with about 25ms less delay.

    This also means that a 20tick server player with a typical 25ms is treated roughly the same as a 40 tick server player with 50ms ping in terms of hit registration. Technically speaking though hit registration would still be better on a 40 tick server due to more accurate interpolation on a client to begin with.

    To some it may seem a bit nitpicky when you're talking moving from 20 tick to 40 tick (25ms difference between server updates) but when you're trying to hit a target the size of a head hitbox, or just trying to hit a fast moving target, or hitting 2-3 more shots in general in a 15 round spray it actually makes a substantial difference.

    *I'm using 40tick as my example as that's what I'd like to see the game go to for general play, ideally it would be higher (~64tick is something used by a lot of other source games in both Casual or ranked MM but not necessarily competitive leagues) but may not be something Respawn is capable of doing in terms of cost and number of servers they can deploy due to the significantly higher resource requirements (and generally speaking having a huge map and more players at the start).

  • Due to a combination of low the server tick rate is and client prediction can lead to incredibly aggravating results like this.

    https://clips.twitch.tv/KathishIntelligentMoosePhilosoraptor the last 4s at 0.25x speed

    https://i.imgur.com/GLddTGj.png

    ^this image is the very last frame before I died. It shows me not only firing the peacekeeper but ALSO a bloodspray on the lifeline. They're dead center of my crosshair with a lot of the pellets having to hit the head, this should've been a kill shot. Lifeline at this point was ~54hp or less. Somehow I did 0 damage. 

    This can only mean that projectiles are in fact delayed by Interpolation (directly tied to server tickrate) + client ping as well as the client rendering projectiles you fired before they actually exist in the game world. 

  • We will ee if they touched the netcode, I think Battle(Non)Sense is gonna make a new netcode test for season 4 but the netciode hasn't change at all ^^