Forum Discussion

Aarmageddon-CH's avatar
Aarmageddon-CH
Seasoned Newcomer
3 hours ago

Does crossplay kill PVP and competitive gaming?

Why is it therefore important to give all platforms the option to disable it? A simplified and accessible technical explanation.

Short answer: yes. The network and technical architecture is not identical between PC and console. That directly creates instability, desync, and bad netcode symptoms.

1- Different builds PC and console are not running the same executable.

PC build runs on a general OS with variable hardware and many different GPU drivers.

Console build runs on a locked OS with fixed hardware, platform network APIs, certification layers. Even if gameplay looks “the same,” they are two different builds that must stay in sync on physics, animation, tick rate, hit registration. If they diverge, you get state mismatch.

 

2- Tick rate and prediction Modern shooters use:

client-side prediction (the client predicts its own movement)

server reconciliation (the server corrects you)

lag compensation (the server rewinds time to validate shots) Problem in crossplay:

PC can run 120+ FPS and send very high-frequency aim/shot updates.

Console can be capped at 60 FPS and sometimes limits outgoing network updates to match Sony/Microsoft guidelines. The server receives timestamps with different granularity and tries to merge them. Result: you get killed “behind cover,” sometimes one second after you are already out of sight on your own screen, because the server accepted the other player’s shot based on an older position of you.

 

3- Latency path and NAT PC often connects more directly. Console traffic often goes through stricter NAT on the home router plus PSN / Xbox Live layers or relay logic. So the route to the server is not the same. Ping alone is not the problem. Jitter (inconsistent ping) matters. A client with high jitter forces the server to smooth or predict that player’s position. That creates micro-teleports, snapping, rubberband kills.

 

4- Input pipeline timing PC input can be mouse/keyboard or a PC controller. Console input is the console controller with aim assist. That is not only balance. It is timing. The engine processes input and aim assist differently on each platform. That changes the exact moment a shot is “fired” client-side. Different pipelines mean different event timestamps sent to the server. Different timestamps mean more work for lag compensation.

 

5- Platform security and middleware Sony and Microsoft enforce rules for network security, anti-cheat, and cross-network traffic. To satisfy that, the studio adds middleware layers to translate console packets before they hit the shared servers with PC. Every extra layer adds processing delay. Delay creates more chances for desync.

 

Practical result:

It is not just “bad coding.”

PC and console do not speak the exact same real-time language.

They send data at different rates, through different paths, with different timing logic.

The server glues all of that together with prediction and rollback. That glue is what produces unstable hitreg, traded kills that feel delayed, dying after you are already behind a wall, etc.

Final note to prevent confusion: This is about cross-platform technical desync between PC and console environments. It is not an insult to console players.

No RepliesBe the first to reply

About Battlefield 6 General Discussion

Join the Battlefield 6 community to get game information and updates, talk tactics and share Battlefield moments.4,252 PostsLatest Activity: 41 seconds ago