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RAMBO2k9's avatar
4 years ago

Audio and Hit registration

So I jumped back on BF2042 after a few months to play on the new exposure map and I guess the game is still flowing with the same problems.

Firstly the audio: the background audio of the game is decent it gives a decent atmosphere feel that you are on a battlefield but it’s as if they missed the most important factor of audio in this game which is sense of awareness, you can literally be in the inner section of the map aiming west for 1 minute turn to east for 2 seconds turn back to west and see 15 enemies running towards you at full speed, where is the build of noise from 15 enemies running towards you or even where is the sense of direction of 2-3 people shooting why can’t I gauge whether someone is shooting at me and missing or shooting at a different direction? 

Secondly hit reg: I felt if the hit reg is still as bad as it was at launch at times I would put half a mag in someone directly while they are looking away from me they would turn to my direction but as they have turned to my direction I am already dead, again no real audio from their gun also. 

I use stealth gen 2 turtle beach headphones for the ps5 so they are somewhat good headphones and also have 1gb download speeds on my internet so that voids me have bad net. 

discuss, do you come across these issues?

16 Replies

  • emerson1975's avatar
    emerson1975
    4 years ago
    @Unimatrix08 Dying behind cover is lag compensation…they still see you on their screen due to latency.
    Happens all the time to me
  • Twordy's avatar
    Twordy
    Seasoned Ace
    4 years ago

    The delay on my screen is actually a real issue. I have no idea if it`s only broken in-game mouse tracking. There is no PING lobby info. Additionally, my RTX 2070 (MSI Ventus) in reality performs as 2060. The CPU constantly asks the GPU if it can render the proper frame time probably. So having all that in mind really shows the scope of the problem. I made sure to run memory at 3850Mhz with the most optimal timings with R9 3900X and this helped me a lot in certain games.

    So yeah, fixing in-game mouse tracking, working more on the netcode, game optimization, and bringing back community servers with PING info could save at least some frustration. 

    The audio is not the greatest, tank sounds are on par with the indie game level of immersion not to mention the physics of some of the vehicles.

    Stuttering on 128-player maps is real!!! 64-player maps are fine but in certain parts of the map, I do feel slowdowns, and some bottlenecking.


  • @Adamonic wrote:

    ...

    For hit reg, I have no clue what is going on. It feels like a huge desync. If we could choose the servers we play on, we could at least guarantee we have a good ping to the server. I wonder what tick rate the servers are?


    Just before Christmas some tests were run, where we determined the server tick rate was at 45Hz.

    This was done as we at that time also suffered from severe server lag and hit registration issues.

    Don't know if the server tick rate has been changed since then, but the issues with substantial server lag and lack of hit registration continues.  Think though this is root caused by the closure of servers in some regions.  Causing us now also to have more far out of region players with high pings in the mix...   Hit registration is always going to suffer under such circumstances.  

  • cso7777's avatar
    cso7777
    Seasoned Ace
    4 years ago
    @CyberDyme Lower tick-rate makes sense with more players, another thing that suffers from increasing player-count.

    But BFV has severe netcode issues with 60hz ticks (TTD/insta-death) and BF4 is really bad running 60hz ticks (insta-death, killed around corners etc).

    Dice have never had perfect netcode, but for me the netcode of 2042 feels like playing BF4, which is an 10 year old game.
  • @CyberDyme Yep players without regional servers are being put in nearest out of region servers but the problem is for the game to be playable for them lag compensation has to be increased and it’s absolutely killing the game at my end with a huge ping of 20ms
  • @cso7777 The insta deaths from previous battlefield games was down to the shooting player having high jitter or packet loss and the server had know idea how to interpret inconsistent information being sent so it sent multiple hits in one packet.
    It’s probably doing the same in 2042

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