Forum Discussion
15 Replies
- 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 yeah there are too many value changes, and none are evenly divisible, so you literally lose frames. I am running on 144Hz, which may be part of my problem.
Do you think going to 90Hz on the monitor (if that is even possible) would help? - OskooI_0073 years agoLegend
@Adamonic I've discovered capping the frame rate to multiples of 60fps runs the smoothest. I have a Gsync monitor with Gsync VRR on, and Vsync off both in-game and in Nvidia Control Panel. There's very little screen tearing in the bottom half of the monitor screen when capping the frame rate to a locked 120fps. Which means the game engine is running smooth.
If I select a frame rate other than 60fps or 120fps there's more screen tearing at the bottom of the screen with Gsync on and Vsync off. Which means the game engine isn't running smoothly and isn't synchronized.
I recommend capping the frame rate to 60fps, 120fps, 240fps. I haven't tried 180fps but that might work too. I play Battlefield 1 at a locked 120fps with no fps dips. Super smooth with a VRR display.
- RMEChief3 years agoLegend@OskooI_007 thanks, I just set the max frame rate in the nVidia CP to 60.
- OskooI_0073 years agoLegend
Good deal. I imagine 120fps without any frame rate dips is hard to achieve in 2042. Choosing between 60fps and 90fps is a tough one. 90fps will probably hitch more, but have clearer motion clarity and lower input lag.
- RMEChief3 years agoLegend
@OskooI_007gonna try 60 first, then go to 90, then keep the better one.
btw, I think you solved world hunger, they really need to give us a test 60hz server to see if it feels better (I know it will).
- DeepSixxxx3 years agoSeasoned Ace@OskooI_007 I've discovered capping the frame rate to multiples of 60fps runs the smoothest
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I agree, that also makes sense as the advanced consoles push out 60fps, so Dice would optimize to console players as that is 50-70% of players online via four of the five platforms this game plays on currently. I use a 120Hz tv with Vsync and that helps smooth the Series X output, but even the Series X can't handle maps like Hourglass as I commonly fall to 45fps from 119fps on the 128 player AOW mode. After season 1 launch, the net code issues made my 40ms connection feel like 300ms when fighting certain individuals...it simply was not reality based gaming on any consistent level...
The current BF net code is basically a terrible "reality referee" as many players are having the same massive issues after Season 1 launch as it seems Dice broke something with Season 1 updates. I'm sure they have an idea how to fix, yet it probably has something to do with the low player counts so they can't implement back to the original net code settings as each week the issues got worse, as more players stopped playing...
I don't think what is going on is easily fixable, and thus why Dice is silent and the issues keep getting worse... - RMEChief3 years agoLegend
Live look in at @Straatford87 the moment I ask him for a 60Hz server to test on in Portal:
- DeepSixxxx3 years agoSeasoned Ace@Adamonic btw, I think you solved world hunger, they really need to give us a test 60hz server to see if it feels better (I know it will).
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I find it odd that they do not allow players to rent dedicated servers, as this game leans towards older, legacy, hardcore gamers who have way more discretionary spending but limited free time to waste on a MM system that has the long term fun potential of a Vegas penny slot machine...
When I find a good server with players that have great connections to said server, this game is amazing...beyond fun.
Yet week by week that "fun" experience is exponentially more rare, yet Dice seems content watching their current AND future BF legacy profits slip away as the lifetime, hardcore BF gamers give up and uninstall BF 2042...not brutal, simply surreal... - GrizzGolf3 years agoSeasoned Ace
We need answers on this. They could fix this.
@Adamonic wrote:Live look in at @Straatford87 the moment I ask him for a 60Hz server to test on in Portal:
Hahaha nice one, so I take it you didn't get it then. 😬
- 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.