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The Desync in this game is legendary. When you take a bad game engine, use a 45hz tick rate, add some heavy lag compensation, then make all players join via MM, this is the result. There is no fix.
Yup, netcode desync. The video below shows a soldier standing in front of a concrete barrier, but the other player sees him standing behind it.
If you watch the first 2 seconds of the video, you see the guy in the top screen jump off some crates towards the cement barrier, but do a turn in mid-air. The server doesn't realize this and jumps him over the barrier, even though really he turned mid-air before going over the barrier. Now he's in two different locations at the same time. In front of the concrete barrier and behind it.
It makes me think 2042 has so many netcode issues with desync that DICE just switched off synchronization so players stop rubber banding. Rubber banding is caused when the server corrects a player's location.
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