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Idk why framerate would be an issue, I get framerate drops too when I try to screenshot in game stuff due to microsoft’s screenshot app starting up. It’s uncorrelated to the problem.
What about those TN values I see in his screenshots? Those are about what I get when playing. His TN values are consistently in the hundreds of ms. TN: 500 ms. TN: 900 ms. Just looking at a few.
I always play multiplayer with the performance bar on, so I’m constantly monitoring those values. My latency is never above 40 ms, but time nudge (TN) can get very high, varying between 500 and 1500 ms. I can tell it’s the TN value that is the culprit because my game only gets super rubber-bandy when TN gets high.
Interesting note: Through repeated testing on live servers, I have found that at the start of matches my TN value is reasonable (~20 ms) but later increases. I did some more digging and found that while I was running around in spawn waiting for vehicles, my TN was also consistently low. It was only when I brought those vehicles to the front line that I experienced a massive TN increase, upwards of 1000 ms. Getting out of the vehicles did not help. I found while playing on foot that being near teammates did not affect the TN value that much, but as soon as I encountered an enemy, the TN value would skyrocket, and I found myself unable to hit the enemy with any consistency. Most often I’d be riddled with bullets before I even saw an enemy was there.
This led me to conclude the following: Time Nudge increases in proximity to enemy combatants. Stay away from combat, less TN. Unfortunately, if you engage in long-range combat, i.e, sniping, TN issues still crop up. So the only way to keep TN low is to stay in spawn, out of sight—if you can’t see the enemy and they can’t see you, the game runs smoothly.
Obviously that’s not a very fun game to play. So, I have exploited the Time Nudge bug to my advantage. See, I don’t have to see or engage an enemy to have TN effects. I just need to be near them. And that means I know when enemies are near just by looking at my network performance bar, even when they haven’t been spotted. That’s super useful in a lot of maps, especially since most current maps are close-quarters. I can run up to a wall or closed door of a building we can’t see inside for one reason or another, and check my TN for a response. If there’s none, its probably clear, if there’s an increase, there’s unseen enemies laying in ambush. I’ve used this to get the jump on players inside buildings many times. It’s essentially legal wall hacks that I get just by playing the game.
Now, is this fair to other players? Absolutely not. It’s completely unfair to the vast majority of the playerbase which does not have this issue. For the 10% that do, however, our burden gives us an unlikely advantage. It means we can get the drop on most every player we come across. And since this issue affects so few, it’s unlikely we’ll ever lose our sixth sense wall hacks, because not enough people have this issue for DICE to bother fixing it. But I sincerely hope they do.
P.S.: If you’re wondering how I can get TN increases and still get the jump on players without being lagged into oblivion, it’s because I cap my framerate to 30 FPS. This causes TN spikes to be restrained to ~100 ms at most and leaves it around ~30 ms for most of the match. Since I have good latency that means I’m never above 150 ms when playing, which is a very tolerable amount of lag. Effectively inconsequential. In short, I can reduce the magnitude of TN spikes, but I can still see when they happen. Best of both worlds.
SeaLogi I wrote a post explaining what time nudge (TN) is and why having a framerate below 60fps is an issue on Official servers.
You only need a framerate of 30fps on Community servers due to them having a 30Hz network tickrate.
High TN/slowmo/skating inconsistency issue on official servers | EA Forums - 12740587