afzSnickelfritz
4 years agoNew Vanguard
Re: Older CPUs performance on 128 players modes fps drops
@V-SynthNinja Personally, I think they need to increase max concurrent worker threads to 12, move more of the game workload to the clients and change the server tickrate and client update rate to 60hz.
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.
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.