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TogyDon's avatar
TogyDon
Rising Rookie
2 months ago

Well now I know!

So after playing bf 6 on pc and Xbox, I believe the HUGE advantage console players have on aim assist. It’s insane. I played on pc yesterday and can’t tell you how many time I shot and made a hit,  then was shot dead by the other guy! Completely unfun!  I know I got the drop in countless guys a died on the spot, even if my round hit first…..oh well. I do like the graphics better on pc.

27 Replies

  • JudasSheeple's avatar
    JudasSheeple
    Rising Hotshot
    2 months ago

    **Yes, a lower server tick rate in FPS games relatively benefits consoles more than PCs (or disadvantages high-end PCs more).**

    Server tick rate (measured in Hz) is how often the game server updates the world state—player positions, shots, movement, etc.—and sends that data to clients. A higher tick rate (e.g., 128 Hz vs. 20–60 Hz) means more frequent updates, leading to more responsive gameplay, better hit registration, less "behind-the-wall" issues, and closer-to-offline feel. However, to *fully* perceive and benefit from a high tick rate, your client must render frames (FPS) at or above that rate; otherwise, the extra server updates are underutilized due to client-side interpolation and display limits.  SOURCE: nbnco.com.au

    Consoles are almost always hardware-capped at ~60 FPS (or 120 FPS in newer generations for supported titles), so they can't fully exploit tick rates above that anyway. PCs with high-end hardware can run 144–240+ FPS on high-refresh monitors, allowing them to see and react to frequent server updates with lower input lag, smoother tracking, and more precise aiming (especially with mouse/keyboard). SOURCE: nbnco.com.au

    This is why:

    - Lower tick rates (common in cross-play titles like certain Call of Duty/Warzone modes at ~20–60 Hz, Fortnite at 20–30 Hz in some scenarios, or older Overwatch at 21 Hz) don't hurt consoles as much—they're already at their FPS limit and get "full" relative benefit from whatever the server provides.

    - The same low tick rate *does* hurt PCs more, because it wastes the potential of their higher FPS setups (e.g., you can't track moving targets or register inputs as precisely as a 128+ Hz setup would allow).

    Real-world example: Overwatch launched with a 21 Hz tick rate across platforms. Blizzard quickly upgraded it to 63 Hz ("high bandwidth" mode) specifically for **PC players** first (with automatic fallback for slow connections), noting it made the game feel noticeably more responsive. They explored bringing it to consoles later, but consoles' 60 FPS cap meant they wouldn't gain the same full advantage. SOURCE: vg247.com

    In cross-play FPS games today, tick rates are often deliberately kept moderate/lower (or dynamic) partly to accommodate consoles without requiring massive server costs or bandwidth for every player. This keeps things fairer for controller users on capped hardware while preventing PC players from gaining an even larger edge via high tick + high FPS. SOURCE: nbnco.com.au

    In short, low tick rate "levels the field" more toward consoles by capping the hardware advantage PCs would otherwise get from higher ticks. Higher tick rates are where PCs pull ahead significantly. If you're on console, a low-tick server isn't as big a downgrade as it feels on PC.

    Grok AI used to save time and easily provide sources.

  • Ympakt's avatar
    Ympakt
    Seasoned Vanguard
    2 months ago

    ”But sure…”
    Man, I hate talking with people like you. Always negging and “nah bro” down talking like some kind of mic drop. Wth could playing in a server with you prove? Weird flex, man. Didn’t even deny controller players getting top kills.  I could provide screenshots, but you’d probably say some “nah bro” about that too. Either you’re playing in magical servers where consoles suck, or you’re full of lies.  

  • MaximusKim89's avatar
    MaximusKim89
    Rising Vanguard
    2 months ago

    You seem to be emotionally compromised or have misunderstood something.
    I simply stated in my experience, that I've been observing PC players performing better than controller players. You replied with a different observation and offered to challenge me.
    You are the one that said "Really? Come play TDM." I simply replied saying I'd be willing to play with you to see what your seeing.
    Here's the difference between you and me. I'm willing to play a few rounds with other players to see what they are observing and experiencing, but it's clear that you aren't. You do realize that we could both be right that maybe we are experiencing two different outcomes. And no, I am willing to say I see your perspective. But it seems very evident that you aren't willing to see other people's perspectives.
    So you challenge other people, but when they are willing to accept your challenge, you resort with projection and name calling?
    Sounds cowardly and hypocritical. But hey, I'm at least willing to accept that maybe you misunderstood the reply and have a civil conversation.

  • TogyDon's avatar
    TogyDon
    Rising Rookie
    2 months ago

    So I think it has solved its own…seems to be smoother now. Just switched to quantum fiber yesterday . Says the up and down speeds are just over 900 with a 4 ping. 

  • Ympakt's avatar
    Ympakt
    Seasoned Vanguard
    2 months ago

    Here's the difference between you and I: I don't pull smug insults like "emotionally compromised" like yet again some kind of mic drop, act like I have some sort of monopoly on experience in this game.  you're exactly what I expect from your comment style.  I *didn't* challenge you.  Your reading comprehension is just as bad as your attitude.  Here's a pic from the first game I played this evening, but I'm not going to SS every game just for your benefit, because I get the feeling that no amount of proof would suffice while you shuffle the goalposts.  No armor in this TDM map.  

     

  • I'm tired of the devs ignoring the plea from the PC community. This is insane 

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