Forum Discussion
@ATFGunrYour shots get ignored when the server decided that the other player hit you first, and that you died. On your screen, you may have shot more after that point, but the server goes backs and checks that. I wouldn't say that shots are being ignored, more like they get revised because if you were dead, you shouldn't be able to shoot? I feel like there's something off with lag compensation, or something with how players and servers are communicating the updates to each other. There's a bit of discrepancy with that.
Keep in mind that there's what your game is reporting to you, which is not bound to the 45 tick rate server. Then there's the server checking every 22ms to see if that's true. At least that's my understanding.
Higher tick rates definitely help a lot with how a game will feel. I totally agree with everyone saying that 60hz or higher would be fantastic for 64 player maps. I don't think that's a realistic expectation for 128 players though. I think that would use too much CPU?
There's a lot to networking, and there's all sorts of knobs Dice can't twist and turn. I'd like to know why it's so bad at times, and how it could be fixed in the future.
@RaginSam wrote:@ATFGunrYour shots get ignored when the server decided that the other player hit you first, and that you died. On your screen, you may have shot more after that point, but the server goes backs and checks that. I wouldn't say that shots are being ignored, more like they get revised because if you were dead, you shouldn't be able to shoot? I feel like there's something off with lag compensation, or something with how players and servers are communicating the updates to each other. There's a bit of discrepancy with that.
Keep in mind that there's what your game is reporting to you, which is not bound to the 45 tick rate server. Then there's the server checking every 22ms to see if that's true. At least that's my understanding.
Higher tick rates definitely help a lot with how a game will feel. I totally agree with everyone saying that 60hz or higher would be fantastic for 64 player maps. I don't think that's a realistic expectation for 128 players though. I think that would use too much CPU?
There's a lot to networking, and there's all sorts of knobs Dice can't twist and turn. I'd like to know why it's so bad at times, and how it could be fixed in the future.
I'd have to hope that with the current generation consoles that 60hz+ would be possible for 128. Maybe not on old-gen [but they don't have access to 128 anyway]. Unless it is server-side CPU that would be hit too hard, which sounds like a pretty lame excuse, to be honest, considering in previous games with community servers you could have 100tick servers with 64 players.
Or ultimately, 128 was a mistake, but they kept the settings the same for ease instead of making 64 player play better than 128 by having extra hz.
About Battlefield 2042 General Discussion
Recent Discussions
- 11 hours ago