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console and overwatch apologists will defend this.
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You are currently reading a thread in /v/ - Video Games

Thread replies: 167
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BF4 10-30hz tickrate (up to 144 at close range on some servers
BF Hardline 30hz tickrate
Titanfall 20-30hz
CoD Black Ops 3 20Hz
Overwatch 20hz
Doom, probably the same shit.

CSGO 128hz tickrate
Quake live 128hz

Do you think low tickrate multiplayers are a good way to lower he skill ceiling for your casual audience to enjoy the game more?

How could console and overwatch players not feel dirty knowing they are playing a gimped game?
>>
Overwatch is 60hz up and 20hz down though, and it's the up rate that matters

Comp and custom servers support 60up/60down
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>MUH MLG QUICKSNIPE PRO DERBY PLATINUM LADDER 1V1 TICKRATE

Fucking die
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>>337338210
>Defending 20 tick
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>it's a babby learns what tickrate is so he uses it as the new buzzword on his mongolian cartoon forum episode
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>>337338364
>>337338467
LOL
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>>337337872
Literally nobody apart from autists care or even know about this shit. Can't you just enjoy video games?
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>>337337872
>Quake Live 128hz
What? Doesn't it default to 40, but server hosts have the ability to change it?
>muh tick rate!
>regurgitating what other people say without understanding it yourself
End yourself.
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>>337338361
>>337338401

Overwatch is 60 hz. Stop spreading reddit memes on /v/.
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>>337338361
>Comp and custom servers support 60up/60down
proof?
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>>337338401
never underestimate blizzdrones, ever, they are by far the most delusional drones
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>>337338467
>joined the server
>picked roadhog
>hooked another roadhog
>shotgun him in the face once, hitmarker appears, he shotguns me back
>shotgun him in the face second time, hitmarker appears, somehow he is still alive, he shotguns me and I am dead
>watch killcam
>my first shot dealt 250 damage, my second shot is nonexistent
WOW 20 TICKRATE IS HELLA GOOD, NICE ARTISTIC VISION BLIZZARD

Uninstalled the game instantly.
>>
>>337338401
Put on some panties aqua-chan!
>>
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>tickrate

Nobody posting in this thread, on this board or even on this website is good enough at any competitive game for tickrate to make any fucking difference.

You all know I'm right.

Whether it's 20hz or 128hz, you can't tell the difference and you know you can't.

>mfw /v/ babbies ACTUALLY BELIEVE they're part of the competitive pro scene
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>>337338361
nope it's the server value that matters, so 20hz tickrate for overwatch
>>
lol are you the battlenonsense guy?
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>>337338524
can you now?
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>>337338797
stupid frogposter
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>>337338797
the thing is that the tickrate doesn't really matter too much since there are so many explosions and shit that can kill you instantly through walls and shit. no increase in tick rate is gonna save you from a dragon bursting through a wall and killing you, or a junkrat tire jumping through a window and blowing up the team. it would matter if shooting was the only thing that mattered but it isn't in this game. CS fags need to leave these threads, idk why they think overwatch is supposed to be some hardcore shooter when they already have their supposed uber elite FPS to fuck around in
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You niggers better fucking believe tickrate makes a difference
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>>337338797
>you can't tell the difference and you know you can't.
you are projecting far too much anon.
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>>337339037
she was in view when he cast the chain. that's lag compensation, not an issue with the tick rate.
>>
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>>337339086
>>
>CSGO babbies take a brief break from sucking the semen from Gabe's shrivelled dick to shitpost about their new buzzword

Oh boy, what a quality thread :)
>>
>>337338797
>our eyes can't see over 24fps
You're one of these people aren't you anon
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>>337339209
exhibit A of a CS fag wasting his own time here for no reason
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>>337337872
>BF4 10-30hz tickrate
nope, they updated the tickrate some month ago, now it's 45 minum (unlocked), with 144 at close range
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>>337339217
>new buzzword
You need to be at least 18 years old to post on this website.
>>
>>337339361
it is a fucking buzzword, it has been for months ever since that stupid sensationalist reddit thread
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>>337339361
I know for a fact that nobody spoke about tickrates on this board until they found out Overwatch's was low

>oh shit, my meme games are getting btfo by Blizzard's new game
>wh-why does everyone like it??
>IT'S NOT FAIR!!!!
>wait a second... it has low tickrate?
>HAHAHAHA BLIZZFAGS ON SUICIDE WATCH, WHY IS TIS ALLOWED? AS A TOP TIER PLAYER WHO HAS SPENT OVER $4000 UNLOCKING CRATES AND COLLECTING HATS IN TF2, LET ME TELL YOU HOW MAD YOU SHOULD BE ABOUT THIS

Very embarrasing
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>>337337872
Dont' forget Destiny, 10hz on pvp with 20hz on small maps.
>>
>>337339194
>Implying chain doesn't have travel time
>Implying she was at view when the chain actually hit
>>
>>337339554
so....you're still going to enjoy overwatch knowing you are playing it at 20 tickrate?

Maybe if you whine enough to your blizzard overlord they will make an official post to make you feel better.

Embarassing indeed.
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>>337339217
>Insulting people that buy a game that is $15 full and $3 on sale
>Sucking Gabe's dick
>Paying $40-60 for a game that could have been made better
>It's okay!
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>>337339668
what are small maps?
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>>337339851
>defending a game with weapons that cost literally hundreds of dollars
>defending a game that actively encourages this even after the debacle of the RMAH in Diablo III
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>>337339431
>>337339554
Tickrates has been a hot discussion within the multiplayer FPS community for 15+ years now. Just because it never reached your dudebro echo chamber until now doesn't make it new.
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>>337339554
What's even more embarassing is that the game's art style is targeted towards children, and that's exactly who plays and talks about it.

Little kids.
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>>337339942
>dudebro echo chamber
wtf does this even mean?
>>
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>>337339819
>so you're still going to enjoy Overwatch

Stopped reading there, the answer is yes.

>SSSSSTOP LIKING IT
>GABE I'M TRYING HARD HERE BUT THEY'RE NOT LISTENING

This is hilarious.
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>>337338879
That's what he's referring to. The server is 60hz.
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>>337339807
as someone who has extensive roadhog time played

the visual for his hook has a slower speed than the actual hook
ive seen people get stunned before the hook even hit their hitbox
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>>337339886
don't recalling their name, but there are 2 tiny maps with 20hz tickrate
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>>337340014
Actual buzzwords
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>>337339925
>comparing cosmetic items to D3 RMAH usable items.
you don't know what the fuck you talking about.
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>>337338210
Pretty sure no one with a law degree play WoW.
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>>337340051
>get a server update every 20hz
>get 3 game state and play them back to back
>everything is 48ms delayed
Overwatch is 60hz guys!!/1!
>>
The Netcode is a problem in OW, especially when there are people with high ping on the server usually all those with a decent one get punished.
So they should either raise the tickrate or have ping be a part of matchmaking.

But that aside - i rather play a game where i have fun with a shitty tick rate, than one that got stale 15 years ago with a good one.
>>
>Abilities not going off
>Abilities hitting you when they shouldn't
>Hits not registering
>Getting hooked through walls/corners
>Killcams showing the opposite of what you were doing
God bless low tickrates.
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>>337340020
>Stopped reading there
Did I strung a cord? I think I did.

It's like the console fags not able to enjoy their multiplat if the game looks better on a platform they don't own.

Entertaining shit to me.
>>
>>337340504
people defend it because they are garbage at the game or they just blindly defend inferior shit in their game, it's really bizarre that /v/ is actually defending 20 tickrate considering csgo threads constantly shit on 60 tick rate servers.
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>mfw CS babbies think they are hardcore because of tickrate

True, Overwatch is simple and noobfriendly. But at least the game has movement options and tempo.
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>>337340592
OW is a casual games, and casuals don't know about those things.

That said, it's a pretty good casual game.
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>>337340664
Yea, I enjoyed the beta a lot, but there's no reason to defend it when blizzard is definitely going to make it's investment back easily off the game.
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>>337337872
high tickrate didn't help CSGO. QL however feels almost perfect, so there's something else that makes good netcode instead of just >m-muh tickrate.
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>>337340630
How do we think we are hardcore senpai? Tick rate is essential when it comes to any fps.
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>>337340858
>high tickrate didn't help CSGO
how so?
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>>337338361
>Comp and custom servers support 60up/60down
Too bad there are no private dedicated servers
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Sorry if my question seems stupid but what is tickrate? I may have heard of it in passing but in all the years i've played fps games i've never really seen it brought up until Overwatch's 20 tickrate reveal.
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This thread
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>>337341091
Updates between server and clients. 20 is 20 times a second. Basically how often you tell the game "I'm here and I'm shooting there".
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>>337341031
The game isn't out smart guy.
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>>337341091
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>>337341327
They have no plans to let you use them either.
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>>337341198
>>337341359
Oh I see.

thanks anons
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>>337340753
Poor baby.
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>>337341379
>I have no source
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>>337341091
Don't listen to anyone else. 99% of the underage here don't know what tickrate is. It's the server's simulation of the game. It is not how fast the game sends information back and forth like so many people imply. However, tickrate is the limiting factor. In this case, Overwatch's tickrate is 60. However, you only send information to the server at 20 and receive packets at 60.

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Basic_networking
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>>337338706
>Implying this doesn't happen on CSGO
Kekity kek
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>>337341525
http://www.kotaku.com.au/2015/09/overwatch-will-have-custom-games-dedicated-servers-and-a-spectator-mode-but-no-private-servers/

I was really tempted to give you a lmgtfy link
>>
I can understand every character being overpowered so that no one feels underwhelming but not if 20 tick is the norm.

Yes, it's a casual shooter. However, the better the hit scanning and tick rate, the better the experience.

The difference between 20 tick and even 60 tick means dying to someone shooting at you going around a corner at low hp and surviving or not.

Also, this >>337339037
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>>337341547
It's the other way around players send 60, server does 20.
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>>337338615
The servers are. Client update rate is 20.8 packets a second though.
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>>337341578
>deflecting
blizzdrones everyone
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>>337341578
Much less frequently though
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>>337341661
>>337341547

Not that it matters one way or another, the game seems to be very clientside friendly. I've never hit someone on my screen and had it not register and I imagine that's what's happening when I get hooked around a corner.
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>>337341645
>kotaku
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>>337341723
no the client is 60, the server update 20 times a second to the clients.

Piss poor.
>>
https://www.youtube.com/watch?v=vHO6Ky-w0UQ
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Why do you even care? None of you are good at video games.
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>>337341848
if he did give you a lmgtfy link how would you have shitposted?
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>>337341848
I know anon, you're slower than kotaku.
>>
lol thinking that this tick rate thing and fps matter LOL it just number game is all that matter
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>>337341964
and that's why people are defending the shit, because they are ok with shitty tick rate if it means they can get kills occasionally while they jerk off to the obese tumblr asian character.
>>
thats the reason why i didnt enjoy the overwatch beta as much as i could have.
i did have fun with friends, but anything is. overwatch is a good team game, but it is severly gimped by that awful tickrate.
>>
Skill ceiling is tf2fag code of "oh god please, all the money I spent on hats, please don't die tf2"
>>
>>337341848
>In an interview with Jeff Kaplan and Geoff Goodman, Overwatch’s principal game designer, the pair confirmed that while Overwatch would remain entirely within the Battle.net ecosystem — no LAN play, in other words — PC fans would not have to endure the misery of player-hosted lobbies, as was the case in Call of Duty: Modern Warfare 2, although players would not be able to hire their own private servers (like you can with Team Fortress 2 or Counter-Strike: Global Offensive).
>“Overwatch will run completely on Blizzard servers. [...] Kaplan explained.
>>
>>337337872
The TF2 competitive community had this problem with the servers that the tickrate was absolutely atrocious, I don't know if they still are now but you could feel yourself missing shots because of it especially as a Div 3 skilled scout.
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>>337337872
>our tickrate is very high
>20hz
100% of my lels.

60hz should be standard since lots of game logic runs with 60 FPS in mind.
>>
bnbm
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>>337341890
That's what I meant, the server itself works with 60 something ticks but only sends 20 packets. Guess I used the wrong term.
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>>337341890
>>337342498
Apparently not, client update rate is correct it seems.
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>>337337872
they upped the tickrate already. Closed Beta was hell, now I rarely have any weird deaths through walls anymore.

Would be great if they increase it further but it's okay as it is right now
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>>337337872
>our hit validation is entirely serverside

That's a fucking lie
>>
>still posting misinformation
Get educated, lads.
Currently, you appear to be a bunch of monkeys attempting to discuss Shakespeare without ever having experienced one of his plays or sonnets.

https://www.youtube.com/watch?v=vHO6Ky-w0UQ
>>
>>337342650
maybe you should look at the actual discussions cause this was already posted you fag
>>
Is dickrate the hot new meme?
>>
>>337339807

The thing with Roadhog's hook is that despite its very noticeable travel time it's a hitscan (ie if they're in the crosshairs when you fire they get hit, any travel time is purely cosmetic) weapon. So its weirdness has nothing to do with tickrate but rather a design decision by the developers.
>>
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>>337337872
>CSGO 128 Tickrate
Matchmaking is 64 ticks. Get your facts straight OP.

Also wtf, even if it's 20 ticks per second on Overwatch, it's still every 0.05 seconds one tick. You fucking autistic children should return to reddit and talk about your horseshit tickrates there.

>tfw most faggots here complain about tickrate
>they have shit internet and blame the game
>>
>>337343119
>Matchmaking is 64 ticks. Get your facts straight OP.

>what is dedicated servers
>>
>>337343119
>it's still every 0.05 seconds one tick.
That's slower than even shitty human reaction time. Shit son Street fighter V has 8 ms of delay and even that you can feel.
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>>337343119
See:
>>337341359
It makes a big difference
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>>337339554
>meme games getting BTFO
>Overwatch not being possibly the biggest meme of the year
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>>337342938
The hook travels through walls

Not even redditors will defend 20 tick/ hanzo's hitreg/wall hooks/ widow killing you without having the reticule on you

Idk how blizzard managed to make it so easy for you to snipe with hanzo, it actually feels easier than using the huntsman. I have literally seen arrows fly at 45* angles to hit their target from my crosshair, it's glorious
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>>337343209
Not that guy but average human reaction time is 200-250 ms. 0.05 delay is 50 ms.
That's not to say that, the decision is justified though. That's 50 extra ms on top of your reaction time which is not good. It means even if you dodge something without reacting to it (pre-emptively moving away) in the 50 ms time frame, you'll still get hit.
>>
>>337341578
Projecting this hard
>>
>>337337872
I don't understand a single word of that Blizzard post.
>>
>>337343637
You're not supposed to. It's PR bullshit directed towards fanboys who don't understand anything about networking.
>>
>>337343179
>Official servers != Private Servers

>>337343209
>50ms
>slower than human reaction
You'd have to be a fucking ninja to beat that shit.

>>337343310
That's not the actual movement you see, you do know that right? With your typical Ping of ~50 you still recieve every 50 ms the current state of the game. The tickrate doesn't help there a lot, really. Factors like FPS have a much greater relevance there.

>>337343441
50ms is 1/20th of a second, that is of no relevance. As I said before, it's values that autistic crybabies use to justify their deaths instead of admitting that they are bad. And as stated above, you have pretty much always a ping of around 50, which means that you recieve the state of the game every 50ms, which equals that tickrate. You simply increase tickrates to insure that the server is properly synchronized with the players. The only acceptable thing would be to increase the tickrate to 30/40, but other than that everything above 40hz is just autistic values, really.
>>
>>337344013
see
>>337341943

https://youtu.be/vHO6Ky-w0UQ?t=9m3s
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>>337344013
Did you even read my comment? Having a higher tickrate is always beneficial as it reduces the latency between you and the server. Upgrading the server from 20 to 60 tickrate actually saves 30+ ms of latency. It's not at all insignificant as this delay is on top of your reaction time. It can easily be your death on low health when you duck behind cover.
There are no "autistic values", the closer the server and client are to each other, the better. There's a reason tournaments are played with LAN connections with no latency.
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>>337342650
Maybe you should actually look at the video yourself. Also already posted.
kys. faggot. nigger
>>
ITT: People who have no idea what they're talking about pretend they know networking concepts.
>>
>>337339554
>>337340020
Maybe if you'd join a cs:go thread you'd see them complain about tickrates every now and then,
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>>337340573
>did I strung a cord?

You're a fucking moron.
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>>337337872
Don't think I'll care since I don't have any idea what you just said or what the fuck a tickrate is
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>>337344258
>tickrate decreases the latency
Tickrate has nothing to do with the latency. The latency is depending from the connection between player and the server. You may have a 128Hz tickrate and still the connection doesn't change a bit.

One tick is one message of the server to all connected clients with the content of the current game state at that very moment, as well as requesting input from the players.

Considering the typical ping between player and server (~50ms) , that means a player can recieve only every 50ms a new tick. The only logical move would be to ensure that this is the case by increasing the tickrate to 30/40. Should the connectivity be lower than that (or in the case of massive LAN events be 0) then tickrate starts getting a relevance. Say with a ping of ~20 for each player you'd have to adjust the tickrate accordingly. This would be about 50 messages requested per second, and to ensure that we'd need 75/100 ticks. And in order for that to be efficient every player connected would need a ping that low. But this is >never< going to be the case, since Matchmaking matches you all across jurop or murica, or china.
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>>337339037
healslut secretly wanted to get pulled into roadhog
>>
>>337344013
>you have pretty much always a ping of around 50, which means that you recieve the state of the game every 50ms

are you retarded?
50ms ping means data sent by the server takes 50ms to reach you. it doesnt limit the frequency at which the server sends data to you at all. its just delay.

ping/delay and tickrate dont have anything to do with each other. ping is the network latency between client and server, tickrate is the internal frequency of simulation steps used by the server. i don't get why you conflate the two.
>>
>BUT I DON'T EVEN KNOW WHAT TICKRATE IS ANYWAYS LOL I DONT CARE

This board is a totalshit hole. Wow.

Who the fuck says something like that? Look at this shit. >>337344981

How fucking cool is this guy?
>>
>>337337872
>quake live
>not Q3A
Fuck off retard
>>
>>337344998
>One tick is one message of the server to all connected clients

no you moron
one tick is one simulation step the server computes. at which frequency the server sends updates about the simulation state to the clients has nothing to do with its internal tickrate.
>>
>>337341812
>>337343530
>Point out the obvious in your so protected equally (or even more) shitty game
>MUH SHILLS
Jesús Cristo you guys are pathetic, just accept it. This comes from someone with 800 hours or whatever in CSGO btw
Id justkiv
>>
>>337345086
Who actually knows what a tickrate is? People play video games, not work in network engineering.
>>
Ugh I give up. Explaining tickrate/latency to you faggots is like explaining apes how to build a spaceship. Keep complaining about that shit instead of gitting gud at the game itself. I never had any issues with input lag at ANY of the games listed. fucking autists.

>hodor hodor some faggot youtuber tried explaining it and it's the only source of information I have
>>
>>337345209
>who actually knows what a framerate is? People play video games, not work in animation.
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>>337345302
You can tell when the framerate is bad. You can't tell when the TICKRATE is bad
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>>337344998
You ever pinged with a enterprise grade router? They do it about a thousand times faster than your home PC does. Because there you're going to care about even a single packet dropping while you implement some change across the network, more than you will at home. If you're doing something where even a moment of misalignment can mean death you want as much frequency as possible.
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>>337345354
>Enterprise grade router
I don't think that any /v/tard has access to that. We have that at shit at work (connected to the backbone, 100 MB/s downloading is amazing), and yeah, I have no ping/latency issues there. But work is work, and I don't think that anyone will buy an enterprise grade router just because he dies 3 times too often in a video game.
>>
>>337344998
>Tickrate has nothing to do with the latency.
Semantics, you know what I mean. I'm talking about the total time between you sending a packet and receiving one. Latency was a poor word choice on my part.

A tick is essentially a frame that is simulated by the server. It doesn't have anything to do with connectivity. Tick rate is always relevant as it is an extra delay on top of latency.
>>
>>337344998
>that means a player can recieve only every 50ms a new tick

If I send a packet, then send one 2 ms later, and the first one arrives at 50 ms , when does the second arrive?
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>>337339851
>99% of players have spend at least $40 on skinz and operations
>new content releases cost more than the actual game and get removed after a few months so you can never play them again
wow
>>
>>337345348
if you play game long enough you start to notice inconsistencies, overwatch is too young for people to mass complain
>>
>>337345348
>You can't tell when the TICKRATE is bad
yes you can
>two snipers shooting each other in very quick succession
>both die
>>
>>337345661
Which is why I suggest using following formula for games: Tickrate = 2 * (1000/ avg. latency) . 1000/ avg. latency to see how many packages can be sent to players back and forth and 2 * to ensure sync between player and server by reducing that extra delay, so the only relevant value would be latency.

>>337345786
Let's adjust your case a bit. You send two packages, the first one at 0ms and the second at 4ms.
Package 1 arrives at 48ms and is evaluated. It's accepted into Tick 1 (50ms).
Package 2 arrives at 52ms and is evaluated.
It's accepted into Tick 2 (100ms).

I know it's very sluggish explained, but you'll understand what I mean.
>>
>>337346461
>but you'll understand what I mean.
Yeah, a 4 ms difference, not 50
>>
>>337337872
>CSGO 128hz tickrate
nice meme
>>
>>337341031
>dedicated servers

You think you do, but you don't.

Blizzardâ„¢ knows best, anon. Know please pre-order Overwatchâ„¢ Origins Edition now for only $60!
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>All of these people foaming at the mouth because others want to play a game they don't like.

It's pretty funny. It gets funnier when you realize a lot of people who knock Overwatch say they would play it if it was free. I'm sure most of the people here are just poor fags.
>>
>>337346461
I don't understand why you tie the tickrate to the latency in your formula when a high tickrate is beneficial to everyone regardless of their ping.

Tickrate formula should be tied to server and bandwith costs as well as increase in player enjoyment thanks to the lowered delay.
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>>337339554
>good servers never ever
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>>337338797
The projection is fascinating here considering its easy to tell when you end up trading kills with someone, especially in earlier BF4 and Hardline, etc. It never happens in CSGO, and quake doesn't apply much as it includes tons of different splash damage weapons. Here's your (you) faggot.
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>>337338361
>it's the up rate that matters
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>>337346461
>It's accepted into Tick 2 (100ms).
20hz tick rate is no the rate the sever accepts packets it's the rate they're sent, and it has absolutely nothing to do with your ping. If we user overwatch in your example you won't be sending things at 0 and 4, you'll be sending things at 0 and 50, where the latency is then applied ON TOP OF THAT.

If tickrate is related to anything it's not latency it's bandwidth. I can download some shitty korean f2p mmo at 60 Mb/s even if I have a latency to the server at 200 ms. Which is probably why the rate is so low to begin with. Since blizzard won't let us run private servers everything is hosted off of theirs, so they want to save cash. The cheap fucks
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>>337346886
>>337346942
>Projecting
Same dudes ignoring >>337345202
Stay mad faggets
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>>337346668
are you still angry about your character being deleted on nostalrius?
>>
>implying 60 is any better
we had 200+ on our competitive servers back in cs:source, and we still found shit to complain about. below 128 is just dreadful for anything imo, but i guess it's a blizzard game so until they get better bandwidth allocation with legion being dead on arrival i guess we won't get shit
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>>337338691
https://youtu.be/vTH2ZPgYujQ
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>>337341578
It happens all the time on the shitty 64 tick valve servers all the time, but less frequently than OW. I don't get what point you're trying to make, does something happening in another game suddenly make it better or less frustrating?
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>>337346569
Which is why in my opinion Overwatch should have 40 ticks. You'd reduce the maximum time difference between actions to 25ms. And that is already barely noticable by humans.

>>337346772
Due to the fact that the latency points straight to the amount of messages a player can recieve in a second. There is no use to have a higher tickrate as that would be inefficient. Perhaps tying it to the average isn't wise, the lowest ping would be logical (say you have an server in yurop and one guy connects from berlin and the other from dubai, using the avg. ping would be horseshit in that case).

We could add FPS and monitor refresh rates into the equation, but it's easier to use the common 60fps/60Hz values.

>>337347225
Latency is travel time (sluggish, I know). If you send a package it takes x ms to arrive at the server. When your PC actually attempts to send a new message is independant from latency. That depends on FPS.

The tickrate simply dictates when committed messages are actually "displayed" by the server.
>>
>>337338706

> Uninstalled the game instantly.

And I couldn't be happier. One less shitter in the community.

Go back to TF2/COD/CSGO/BF or whatever toxic community you came from.
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>>337347518
>favor the shooter method
>the blue in OP's image said it was serverside

Did Todd Howard make this game?
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>>337347783
>Due to the fact that the latency points straight to the amount of messages a player can recieve in a second
That's bandwidth, I can transfer files all I want to someone sitting right next to me and it won't matter if I'm connected using a cat3, I'll still get shitty speeds.
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>>337345348
>You can't tell when the TICKRATE is bad
>You can't tell when the TICKRATE is bad
>You can't tell when the TICKRATE is bad
>You can't tell when the TICKRATE is bad
>You can't tell when the TICKRATE is bad
>You can't tell when the TICKRATE is bad
>You can't tell when the TICKRATE is bad
>>
>>337347783
As the other guy pointed out that's bandwith, not tickrate or latency.

>There is no use to have a higher tickrate as that would be inefficient

How many times do I have to say it? Having a higher tickrate and sending more packets always reduce the state difference between your client and the server. Unless you mean that it would be too costly with not enough return, which is not something you or me can judge. It's Blizzard's prerogative.

The servers also shouldn't allow for players that have high ping (100+ or 150+) as they will make the experience worse on everyone else. The came connected me to 200+ ms servers in the stress test and it was god awful.
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>>337345354
>even a moment of misalignment can mean death
Are you retarded? People don't do surgery over a network
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>>337337872
Is this the reason behind the infamous Halo 3 beat down your opponent at the same time they beat you down?
>>
>>337345348
everytime roadhog gets hook behind wall
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>>337348760
Yeah I'm sure no one ever lost their job before because they forgot to put a soft at the end of that clear bgp process, no sir not ever.
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>>337345348
put me in the /r/4chan screencap
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>>337348450
>that's bandwith, not tickrat
Tickrate is bandwidth. But you're right latency isn't either of those things.
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>>337349298
No, tickrate is the amount of simulations of the game the server runs per second by collecting client information.
Bandwith is the amount of data that can be transferred to the server or you.
They are completely different things.
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>>337349615
>the amount of simulations of the game the server runs per second by collecting client information.

Which is determined by how much information you can send, bandwidth. Which is exactly why it's so low, to save blizzard money.
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>>337349780
Yeah, that's true. That is the reason they do 20.8 updates instead of something higher even though they can run more simulations on their server. I thought you meant something else.
>>
>>337347826
So this is the new Leauge of Legends then. Makes sense.
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