Re: Time Nudge (TN) issue Megathread
Zoso1291 Official servers probably have a 60Hz tick rate because EA gets a better deal from the hosting provider (Amazon AWS) on servers that use matchmaking.
Servers that use matchmaking are created and destroyed after each game ends. Unlike community servers which stay running after each game ends and cost more money to host.
The higher the tick rate the more CPU usage a server uses which means 60Hz servers use more server resources than 30Hz community servers, but EA gets a better hosting deal on Offical servers because they're shut down and destroyed after each game ends. That's just the way cloud host pricing works.
60Hz servers have less lag compared to 30Hz servers. Players are receiving 60 network updates every second about player movement and bullet damage. Compared to 30 network updates every second on community servers.
The reason capping your framerate to 50fps helps lower time nudge (TN) is because the server can dynamically adjust the tick rate based on your network conditions and frame rate. The server sees you can't respond to it with 60 network updates every second so it will lower the tick rate to 30 network updates per second for you. It's when the server is constantly switching between a 30Hz and 60Hz tick rate because your framerate is going above and below 60fps that time nudge starts spiking, because the game server is constantly switching between 60Hz tick rate and 30Hz tick rate.
Older Battlefield games such as BFV and BF1 have a network graph which shows the current network tick rate. You can watch the tick rate change as the server adjusts it based on your network connection and framerate.
The only time I have issues with time nudge (TN) is when my frame rate drops below 60fps or there's a lot of network jitter (ping time spikes). Those are the two major causes of time nudge spikes.
If the server's framerate drops below 60fps on Official servers that will also cause time nudge spikes. You can see the server's framerate in the network performance graph under server frame time (SFT). Client frame time (CFT) is your PC's framerate.
You can convert frame time to frame rate using this equation
1,000ms ÷ 16ms = 62.5fps
A 16ms CFT or SFT equals a framerate of 62.5fps.
There's 1,000ms (milliseconds) in 1 second. The game is creating a new frame every 16ms. Which means the game is creating 62.5 frames every second.