7 years ago
Server Tickrate
Can we get servers with a tickrate of higher than 20/s? This is particularly important due to all weapons in the game being projectiles, and while I have limited to experience with the Titan Fall ...
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.
seems nothing change in season 2