4 years ago
Server tickrate
It may seem strange, but why even in advancing modes by EA in 16v16 or 32v32 is the same 45Hz tick rate used (not 60 or higher)? Okay, maybe in 128 player modes this worked very badly and increased t...
The 45 hz tick rate is why you get killed around corners, unload a clip into a player to kill them, and feel like the enemy one-shot you, because if you are getting more than 45 fps, your system/screen is updating more than there are updates going in and out.
60 hz should be the standard for first person shooters.
They introduced the information compression with BFV, I believe to compensate for the bigger maps.
The code is still in there, and I doubt it is working as well as in BFV ...
So Magic Bullets are still a thing, and the "feel" like you got a tank shell to your head.
Well could be all fixed if the community would be able to rent servers like in the good old days.
@kregora wrote:
@AdamonicThe "getting killed around the corner" issue definitely happens more often on low tick servers. But the "magic insta-kill bullets" happens more often on high tick servers.
So 60Hz should become standard, but when @CyberDyme observations are correct, I wonder if there maybe is an issue with migh ticks on previous gen consoles?
Hi @kregora ,
No the old gen consoles (certainly like the PS4 i used to play BF3/BF4 on), did perfectly well also connecting to and playing on higher tick servers!
We had a shorter period of time when EA/DICE had indeed some servers running at 60Hz and some even up at the 120Hz rate I think it was. Some other vets may recall this for certain, but think that was the highest we got for the PlayStation. So the consoles can definitely handle it.
But as said by @emerson1975 and others, it all down to the money that EA./DICE are willing to spend on it, because its more expensive to rent the higher tick servers from their server park partners vs when just getting some 30-45Hz servers instead.