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Overwatch transitioning to 63hz tickrate on PC

http://us.battle.net/forums/en/overwatch/topic/20748474858

Hey everyone,

When we implemented the “High Bandwidth” option to Custom Games back in beta, we also noted that—if the feature performed well and players responded positively to it—we would investigate adding it to other games modes. We’re holding to that promise and are currently in the process of rolling out high bandwidth support globally for PC. This process may take a few weeks for all regions, but once fully deployed all games including those in Quick Play and Competitive Play will be running in high bandwidth mode by default.

So what does that mean? In Overwatch, our high bandwidth option adjusts the game’s client update rate (the frequency at which your client gets updates from the game server) from 21 updates per second to 63 updates per second. This reduces the amount of time between when you complete an action and when your client hears back about the result, which in turn will help make the game feel more responsive.

Since we know that not all internet connections are equal, we’ve also added in tech that will automatically and adaptively scale down your update rate if we find your connection can't keep up. Similarly, because high bandwidth servers (as the name suggests) will increase your bandwidth consumption, we’re also looking to add an option to self-limit your update rate in a future patch.

We’re very excited to be able to roll out this support on PC, and are already exploring how we can bring it to consoles. We hope your experience in Overwatch will be improved as a result, and look forward to hearing your feedback!

WOO! All modes are being bumped. Missed this earlier. :)

They're even looking at bringing it to consoles, too! Just awesome for everyone involved. Hope they can find a way to do it for them.

Lock if old.
 
Praise Lord Kaplan!
latest
 
They were really running at only 21 updates/sec before?!

There was a huuuuuuuuuuuuuuuuuuuuuuuuuuuuuuugeeee "drama storm " when the game released about how it was unplayable OMGZ!!!!11!! cuz the tickrate.
 
There was a huuuuuuuuuuuuuuuuuuuuuuuuuuuuuuugeeee "drama storm " when the game released about how it was unplayable OMGZ!!!!11!! cuz the tickrate.
20 tick rate is very low for a shooter with a competitive mode. Many times I've been frozen by a mei with wraith forms animation on my screen for a frame or two, or heard reflect go off but die anyways. Regarding wraith, I mean I have the invincibility shadow the entire time I'm frozen. That's a big issue in a shooter.
 
20 tick rate is very low for a shooter with a competitive mode. Many times I've been frozen by a mei with wraith forms animation on my screen for a frame or two, or heard reflect go off but die anyways. Regarding wraith, I mean I have the invincibility shadow the entire time I'm frozen. That's a big issue in a shooter.

but competitive isn't and has never been 20hz

...i think
 
With overwatch it's hard to tell between "this anomaly was caused by tickrate" and "this anomaly was caused by very lenient hitboxes/timing windows". So when people noticed Hanzos popping headshots around corners, the assumption immediately went to "it's because of the tickrate!" instead of the fact that projectile hitboxes were just abnormally huge for an FPS (thankfully those hitboxes have since been fixed).

Hopefully Blizzard continues to fine-tune this kind of thing. Just yesterday an enemy Roadhog chained me with a bus between us in Numbani, and the game dragged me up above the bus, I hit a bridge directly above the bus, and the game dragged me THROUGH the bridge, simply because it decided the chain connected and I was gonna get dragged toward him even if it defied all semblance of physics logic.
 
Finally! Getting killed after turning a corner was really annoying.

Does this also mean that the "Favor the shooter" lag compensation technique will not be used anymore?
 
Cool, good to hear Blizzard being so responsive to the community.

That said, I'm sure I won't notice this at all, I've played Overwatch for well over 100 hours and the game has never felt unresponsive to me.
 
I have noticed that many times i run to cover, get behind a wall but i get killed anyway... so... now i will get killed before getting on cover, or succesfully get to cover, right? or it wont make a difference?
 
Higher tick means enemies will feel less like bullet sponges and tracer will finally stop being able to rewind out of everything so easily, it'll feel a lot better to play.
 
I have noticed that many times i run to cover, get behind a wall but i get killed anyway... so... now i will get killed before getting on cover, or succesfully get to cover, right? or it wont make a difference?
What it means is you'll be closer to the "true" game state (the one the server is seeing) more often than previously.

With a 20hz tickrate (which is what I believe it was previously) your client is only getting updated with the current state (player positions, etc.) 20 times per second, while with the new tickrate it'll be updated 63 times a second, leading to more accurate results on your client in terms of what is currently happening.
 
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