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You can add +cl_showfps 1 to launch options to see some info on the screen, including network stuff.
As far as I know tick rate is still 20 and Devs are not considering that a problem.
I highly doubt anything has changed. Recent videos from Shroud have multiple clips of hitting static / moving targets (big or small) and getting multiple no regs, as well as consistent game crashing, getting downed behind cover, and audio issues.
Biggest offender of no-reg is a tie between a clip of Shroud shooting at a purple shield Wraith, hitting multiple times with a Wingman but not downing the target despite hearing and seeing shots hit. That or the static Gibralter who hadn't noticed he had entered bubble, which Shroud then shot with a PK, only to see half the PK pellets hit give blood and VFX yet have multiple pellets not reg, and the other half to pass right through and hit bubble instead.
- GRiPSViGiL5 years agoSeasoned Ace@pastaclown I definitely doubt 60Hz is the tick rate even seeing clips now let alone since the beginning of the year.
- babyaga2395 years agoNot applicable
@DoYaSeeMe and here come @GRiPSViGiL coming down im a b*tch lane here come @GRiPSViGiL coming to complain about netcode.
- DoYaSeeMe5 years agoNot applicable@GRiPSViGiL Welcome back! 🙂
Server updates are most probably not 60Hz, but the clients do update the server at 60Hz. 128Hz means a massive jump in costs for hosting (possibly 4x higher or more), while also risking some instability , especially since not all are dedicated, high end game servers.
If you want to understand the efforts, here's Valorant's example: https://technology.riotgames.com/news/valorants-128-tick-servers . Note that Riot games is like 5-10x bigger than Respawn, while Valorant has 5x less players on a map that's many times smaller, with simpler mechanics and slower movement.
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