High CFT and TN result in rubberbanding and bad hit registration
So were talking about this video I already postet under the official thread about these issues:
You can see me and the other players rubberbanding, you can see many hits not being registered and you can even hear the gun sometimes not firing (as can be seen in the 'shots fired' graph). This mostly happens in crowded parts of the map.
Now, you can see my latency being at around 5 ms through fiber internet, so thats fine. Im sitting in Germany so EU servers are close. I'm rocking a i5-13600K and a RTX 3060Ti alongside 24GB of DDR4 memory. The game is installed on a 2TB 990 Evo Plus NVME. As you can see, im reaching 100-130 fps according to MSI Afterburner/RivaTuner, with CPU and GPU being not at full load and ok temps.
I see the CFT being higher than SFT in the network overlay. Also the TN ist so astronomically high too. User OskooI_007 replied to my other post and is talking about high 'framerate' due to my high CFT of 16 ms: 1000ms ÷ 16ms = 62fps
However, is it correct to talk about 'framerate' in this context? Cause my PC renders more than 100 'fps' as you can see in the video. Is CFT more like a game logic update rate my PC can't compute more than 60 of per second (or one every 16 ms) even tho graphically it can render faster than this which it does?
And even if thats the reason for my bad experience, the resulting framerate is still around 50-60. Well playable. That doesnt explain to me the immense rubberbanding and hit reg problems i encounter on a regular basis.
Whatever it is, why is it that my 3 generations newer as the recommended CPU alongside my as-recomended GPU can't handle the game? Plus, why doesn't the CPU run under full load when struggling to achieve these numbers? It's sitting there at like 80% load.
Since many people are struggling with this at the moment and sharing it here and over on Reddit, i feel like something must be off. Apparently BF6 devs also recognize that there's an issue, hence the official thread. And I also see that in many cases it can be axplained not by 'server issues' or 'netcode' but rather a client-side problem. So yeah, I'm open to recommendations for troubleshooting. But in the long run i feel there must be something done to the game's demand if this recommended machine cant handle it as it should.