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Hit reg/detection definitely needs some work, whether it’s prioritising hit registration over other things the server CPU is calculating or another fix, it needs something. I think the problem really is that, as some said, alpha to closed beta was good, stable and seemed a bit less wonky because there were far less, far more closely monitored and less densely populated servers running, so they can figure out if the core mechanics are working etc. Open beta is the stress test of pushing those servers to the max, networking will fail, CPUs will bottleneck, they need to put out a “bad experience” to understand how they tweak those servers and netcode to closer match the experience that was had in alpha and closed beta in terms of hit registration/server updates. Ultimately 60hz for battlefield is a good tick rate, it’s not good when the rate is impacted due to CPU/Server overload. But again, that’s what will happen during a big public beta, they went from the limited number of testers in LABS and closed local testing, to 450k+, things are gonna fall over. I’m just sitting pretty to see what they have done to combat it by release. I don’t think they specifically need to comment on it as common sense says it’s to be expected as part of a stress test.
The best outcome is them maybe acknowledging it in the form of a tech update in a few weeks, they “…noticed server performance issues during the stress test..” etc, applied some changes and we get another day or 2 to test those changes.
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