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Current Server Tickrate?


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#1 OneOhOne

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Posted 24 December 2015 - 11:29 PM

Considering how commonly I am shot through massive buildings while I am playing an assault mech, I assume it's around 10hz. If that at all.. It needs to be increased significantly. anything below 30hz for any type of shooter period is a ******* joke. If Piranha wants to show they are competent at all, they'd increase it to 60hz minimum.

#2 Fiona Marshe

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Posted 25 December 2015 - 04:54 PM

Server apparently runs at 30fps (or 1 tick per 0.11 seconds; both are mentioned in previous discussions)

#3 Pskonejott

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Posted 25 December 2015 - 05:47 PM

The cause of what you're seeing is more likely due to HSR (host state rewind) rather than server tick rate. Basically the server is authoritative, but HSR means that if a player has a 300ms round trip ping they are effectively 150ms behind the server. So when that 300ms ping player shoots, the server rewinds the states of mechs 300ms when determining if they hit anything.

So now you've got the situation where you are a little in front of the server, and the other guy is behind the server, you've moved behind cover, but HSR is applied and you take damage "from the past".

It makes the game much more playable at higher pings, but does lead to this behavior. It can work the other way too, I play with a 230ms ping on the US server and sometimes I'll get hit by an AC20 and hear/feel the thud, but don't take any damage because after HSR has done it's thing it determines the player missed me (and they would of on their screen).

Edited by Pskonejott, 25 December 2015 - 06:31 PM.






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