Forum Discussion
@Toonen1988Please post some videos with the damage log and network stats/graph enabled so the dev team can troubleshoot.
@EA_Atic would you agree?
@EA_Atic So is a 13 ticks death normal? On my end I just died instantly. BSV-M no headshot. Always a console.
- OskooI_0073 years agoLegend
@Adamonic wrote:@EA_Atic So is a 13 ticks death normal? On my end I just died instantly. BSV-M no headshot. Always a console.
I'll take a shot at answering this. It's good to see the damage you received adds up to 100 health points at least. 🙂
To figure out if a 13 network tick death is normal, we must convert it into rounds per minute which is the weapon's fire rate.
We know the network tick rate in 2042 is 45Hz. So let's convert that into milliseconds.
1,000ms ÷ 45Hz = 22.22ms (so there's 22.22ms between network ticks)
Now let's figure out how fast you died, which is your Time To Death (TTD).
13 network ticks × 22.22ms per tick = 288.86ms TTD
Let's convert the network ticks between shots into the weapons fire rate (rounds per minute). There's roughly 6 to 7 ticks between shots, so let's go with the lower number of 6 ticks.
6 network ticks × 22.22ms = 133.32ms between shots
Now we can convert one round being fired every 133.32ms into rounds per second. There are 1,000ms in 1 second.
1,000ms ÷ 133.32ms = 7.5 rounds per second
Finally, let's convert 7.5 rounds per second into rounds per minute. There are 60 seconds in a minute.
60 seconds × 7.5 = 450 rounds per minute fire rate
So according to the damage log, the BSV-M was shooting you with a fire rate of 450 rounds per minute. We would then check to see if this fire rate is faster than what the BSV-M is capable of.
We can verify my maths by converting 450 rounds per minute back to rounds per millisecond.
450 rounds per minute ÷ 60 seconds = 7.5 rounds per second
1,000ms ÷ 7.5 rounds per second = 133.33ms (1 round fired every 133.33ms)
- GrizzGolf3 years agoSeasoned Ace
@OskooI_007 wrote:
@Adamonic wrote:@EA_Atic So is a 13 ticks death normal? On my end I just died instantly. BSV-M no headshot. Always a console.
I'll take a shot at answering this. It's good to see the damage you received adds up to 100 health points at least. 🙂
To figure out if a 13 network tick death is normal, we must convert it into rounds per minute which is the weapon's fire rate.
We know the network tick rate in 2042 is 45Hz. So let's convert that into milliseconds.
1,000ms ÷ 45Hz = 22.22ms (so there's 22.22ms between network ticks)
Now let's figure out how fast you died, which is your Time To Death (TTD).
13 network ticks × 22.22ms per tick = 288.86ms TTD
Let's convert the network ticks between shots into the weapons fire rate (rounds per minute). There's roughly 6 to 7 ticks between shots, so let's go with the lower number of 6 ticks.
6 network ticks × 22.22ms = 133.32ms between shots
Now we can convert one round being fired every 133.32ms into rounds per second. There are 1,000ms in 1 second.
1,000ms ÷ 133.32ms = 7.5 rounds per second
Finally, let's convert 7.5 rounds per second into rounds per minute. There are 60 seconds in a minute.
60 seconds × 7.5 = 450 rounds per minute fire rate
So according to the damage log, the BSV-M was shooting you with a fire rate of 450 rounds per minute. We would then check to see if this fire rate is faster than what the BSV-M is capable of.
We can verify my maths by converting 450 rounds per minute back to rounds per millisecond.
450 rounds per minute ÷ 60 seconds = 7.5 rounds per second
1,000ms ÷ 7.5 rounds per second = 133.33ms (1 round fired every 133.33ms)
Thats fast isnt it
- RMEChief3 years agoLegend
@OskooI_007 wrote:
@Adamonic wrote:@EA_Atic So is a 13 ticks death normal? On my end I just died instantly. BSV-M no headshot. Always a console.
I'll take a shot at answering this. It's good to see the damage you received adds up to 100 health points at least. 🙂
To figure out if a 13 network tick death is normal, we must convert it into rounds per minute which is the weapon's fire rate.
We know the network tick rate in 2042 is 45Hz. So let's convert that into milliseconds.
1,000ms ÷ 45Hz = 22.22ms (so there's 22.22ms between network ticks)
Now let's figure out how fast you died, which is your Time To Death (TTD).
13 network ticks × 22.22ms per tick = 288.86ms TTD
Let's convert the network ticks between shots into the weapons fire rate (rounds per minute). There's roughly 6 to 7 ticks between shots, so let's go with the lower number of 6 ticks.
6 network ticks × 22.22ms = 133.32ms between shots
Now we can convert one round being fired every 133.32ms into rounds per second. There are 1,000ms in 1 second.
1,000ms ÷ 133.32ms = 7.5 rounds per second
Finally, let's convert 7.5 rounds per second into rounds per minute. There are 60 seconds in a minute.
60 seconds × 7.5 = 450 rounds per minute fire rate
So according to the damage log, the BSV-M was shooting you with a fire rate of 450 rounds per minute. We would then check to see if this fire rate is faster than what the BSV-M is capable of.
We can verify my maths by converting 450 rounds per minute back to rounds per millisecond.
450 rounds per minute ÷ 60 seconds = 7.5 rounds per second
1,000ms ÷ 7.5 rounds per second = 133.33ms (1 round fired every 133.33ms)
Wow nice, good maths. I figured the TTD/TTK was 288.88ms and according to Sym, it has a 300ms TTK/TTD and with the shortened suppressor, it drops to 261ms. So the 288 is well within 261-300ms.
Also, if it happens between ticks, it can feel even faster on your end. So the maths work out, and the scary part is the K30 is even faster.
This leads me to the point that they may need to look at the RoF for the BSV-M or damage as that is just too good for a hybrid DMR.With the damage log, it would be cool to have a table that converts it for you (ticks to ms) by simply multiplying by 22.22ms.
- OskooI_0073 years agoLegend
I still think a 45Hz tick rate is causing desync issues. The best way to demonstrate the hitching and stuttering 45Hz causes is setting a monitor to 60Hz, turn Vsync on, and cap the game's frame rate to 45fps.
The game is going to hitch and stutter like crazy because 45fps doesn't divide evenly into 60Hz.
Now picture the netcode stuttering and hitching like that due to a network tick rate of 45Hz not dividing evenly into 60fps. Which is the frame rate target at which the game engine sub systems are synced to.
- RMEChief3 years agoLegend@OskooI_007 revisiting this. How would my ping of 29ms and the enemy's estimated ping of 150ms impact this? The tick rate is 22.22ms and I am receiving updates from the server in 14.5ms but they are in 75ms. So I will have 5 updates before they have 1.