Forum Discussion
6 Replies
- CountSero4 years agoSeasoned Aceare there any number how much traffic BF2024 using\creating? With such a number we could guess how much more traffic a higher tick rate would suck out of your system (more traffic, more costs with the server) [EDIT] the more important thing i have forgotten to ask do we know to which FPS xBox Series S/X and the PS5 is locked to? [EDIT2] found it, the max FPS for xBox series S/X and PS5 is 60Hz so in theory tick rate of 60Hz is a maximum they can use. And the next question is how far is the HF zone (High Frequency Zone) in BF2042? Is it still 100 meters? (Outside this zone the tick rate should be much lower, you can see this in game when you are watching a supply or vehicle drop in distance which is lagging) And how is all of this influenced by 128 players? [EDIT 3] Imho the problem at the moment that i see is, that there are to many desyncs which causes the bullet sponge effect. I hope I don’t mess up my knowledge about it and I’m not a pro in this topic but at the moment I see two problem which can cause this desync: High ping player which are out of sync with the 45Hz, which will mess up the experience for the low ping players. The low FPS gamer but I hope that there are no players with FPS below 45fps but if there are some\many this will also influence the correct sync between the client and server. So I hope this is not thinking in the wrong direction if so I'm sorry, also it is way to hot to use my brain at the moment.... (Also sorry for the edits!) 
- Xbox One and PS4 caps fps at 60 - Xbox Series X and PS5 caps fps at 120 - PCs caps fps at ∞ - Dice caps server tick rates at 45 Hz..."NO CAP"...🙌 - 🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔 
- @CountSero "are there any number how much traffic BF2024 using\creating?" - My Bandwidth In sits at around 400kbps during heavy in game stress and the Bandwidth Out is only about 100kbps. This is on a Gigabit up/down connection with a consistent 8ms or under latency with nearly zero jitter. - So, if using the above numbers for a 128-player server you would be looking at minimum port speeds around 52.2MB outbound and 12.8MB inbound. 
- CountSero4 years agoSeasoned Ace@SeriousJuJu oh thnx a lot.
 so then we need to add around 30% when the tick rate increases to 60hz
 seems like a lot traffic and i think in and out on a 128 server is the same (because info gets out to 128 and in from 128 players)
- cso77774 years agoSeasoned AceIncreasing tickrate would of course be nice, but it's not gonna fix the bad netcode. Previous titles have the same problems, BFV has problems ("TTD-bug" still present), BF1 seemed better but had slower ROF in general and BF4s netcode is perhaps even worse than 2042. All titles have problems with insta-deaths, killed behind corners, hitreg on high pingers, "damage-bundles" from high ROF-weapons, hitreg issues with animations etc etc. Frostbite is just not very good at handling the 'netcode' in general, whether this is Dice being incompetent or bad choices (lag-compensation etc) I don't know. I think the low tick-rate has "amplified" the problems in Dices netcode, all the issues were there even at 60 hz tick-rate. 
- @cso7777Frostbite is just not very good at handling the 'netcode' in general, whether this is Dice being incompetent or bad choices (lag-compensation etc) I don't know. 
 ---------------------------------------------------------------------------------------------
 I read that the experienced Frostbite devs at Dice left when the transition from "Battle Royal" to "BattleField" was decided, so then it left a lot of Frostbite inexperienced devs to code one of the most difficult game engines in existence.
 Basically BF 2042 net code didn't have a snowballs chance in frostbite hell...😛
About Battlefield 2042 General Discussion
Recent Discussions
- 2 hours ago