4 years ago
Battlefield 2042 Tick Rate
Thank you for having a look at my question. I am hoping that someone could tell me what the tick rate of the servers will be for Battlefield 2042. I am thinking of pre-ordering the Gold edition, but ...
Nothing to do with console limitations. Just that doubling the player count from 64 to 128 also doubles the internet bandwidth requirements. But if the servers tick rate is cut in half, then the bandwidth requirements end up staying the same.
Plus the technical play test was capped at 30fps. Like I said, a WireShark capture will verify the tick rate. Maybe Chris at Battle(Non)Sense will do a netcode video when BF2042 comes out.
@carsono311 wrote:
@OskooI_007Oh I absolutely expect a BattleNonsense video.
I remember his Battlefield V video and I think I remember him saying that game only needed like 2 or 3Mbps download and upload… so I don't think bandwidth would be the issue on the client side. Server side should not be an issue either, but I guess there would be an associated increase in cost for leasing a higher throughput cluster…
I would be very interested in knowing this!
Yeah @carsono311 ,
Past many 64-player BF games only required at peak around 2.8Mb download and around 750kb upload speeds. So most modern internet lines will have no problem handling this or more for BF2042.
But your comment regarding the server parks that EA rent from their partners is the sensitive point, as these will need a boost to handle the more clients connected on each logic server unit. EA have run cheap on these in the last games, as they stack several logic servers onto the same physical unit. Which then if all loading up, have suffered from not able to timely serve all game simulation calculations and updating all connected clients within the server tick time. Especially caused by many out of region connected players and poor line qualities resulting in packet resend requests non-stop...
Reason again why we desperately need/want the full player live scoreboard, including the latency listed for each connected player there!