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For example, the parachuted vehicle call-ins appear to be running on the server, with animations being rendered in steps at 45hz, rather than being smooth and continuous motion.
There is also apparently some kind of server/client synchronization going on that affects the overall latency. For example, if I join a game in progress, bypassing the helicopter drop, the first spawn in the game is not synchronized with the server, and movement is noticeably juddered. Subsequent spawns are synchronized and smooth, but the input lag is increased.
This runtime behavior is unlike any other Battlefield I've played, and must be a byproduct of the much larger targeted market for this game. The new game engine is literally being hobbled to allow relatively low end rigs to run it.
@afzSnickelfritzUpping the number of threads and increasing load on the clients, would make the CPU-situation way worse.
Increasing tick-rate would just result in even higher CPU-usage for both clients and servers, making performance even worse.
It seems like people with 6C/12T CPUs (and less) are already struggling. A lot of PC players doesn't have the latest and greatest CPUs (probably the majority).
BF has always had issues with latency. In earlier titles, with 60hz tick-rate, you would sometimes have insta-kills, kills behind corners and weird animations issues (even without high-pingers). Now it has just gotten worse than ever.
Regarding the animations, they are run much lower than "45hz", 45 FPS is still very fluent (tv is shown at 25 fps in Europe). I don't know their "hz" but it seems more like 2 "hz" or something like that...
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