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Apparently Splatoon 2 tickrate is only 16Hz

Ah, it was in this OP as well.

This is literally nothing at all to do with tickrate. This is latency.

It's a shame the online gaming community has picked up on tickrate in the last few years, because it's continually getting conflated with other issues that have nothing to do with tickrate.

You know the moments when you feel like you got hit by a burst of high damage in a short amount of time by a weapon that can't possibly do that much of a DPS? low ass tickrate can be responsible for that even if you have low and consistent ping with the host.

16hz for a shooter is absolutely disgusting.
 

Tecnniqe

Banned
Again, that clip is nothing to do with tickrate. The player was behind the wall for like, 16 ticks at least. Tickrate affects marginal high impact events.

If you take a 16 tick situation like this, and you ran around a corner to escape an enemy, lets say at the beginning of your tick you were still moving round the corner, then at the end of the tick, you were fully behind the corner. The other player fires at the end of the tick (when you're in cover on your screen). Since the data hasn't been sent to the server yet, as far as that shot is concerned, you're still not fully behind the corner as your position didn't get updated to reflect that before your opponent fired.

If you doubled the tickrate, your position gets updated before the opponent fires and you survive.

Tickrate affects marginal situations, not a literal entire second of latency/packet loss or whatever.
I disagree it's "just marginal".

Marginal issues and deaths like these cause the most frustration anyway.

So it literally does affect the gameplay and it can literally help cause shit like this which you literally said it couldn't moments ago.

Literally low tick is shit.

Literally.
 

Duffk1ng

Member
You know the moments when you feel like you got hit by a burst of high damage in a short amount of time by a weapon that can't possibly do that much of a DPS? low ass tickrate can be responsible for that even if you have low and consistent ping with the host.

16hz for a shooter is absolutely disgusting.

Well yeah, but I'm talking about that one specific example of a guy who is in cover for 16 full ticks getting killed by latency, not several individual hits that all fall on one tick getting blended into one.
 

m@cross

Member
I'm not sure why it wasn't obvious to me before, but I expect most online games will have compromises to keep the portable use of the switch as viable as the non-portable. I guess it is a downside to having the option for those who don't want to use the option but want to play online at home vs other people.

The original post seems to clearly state that this is not about the game being bad, but about how it might work contrary to the stated e-sport goals for the game made by Nintendo themselves. If they want it to be an E-sports title, they need to deliver an engine that is up to that standard. For those with no interest in that aspect of it, the game is fine, but that is not what this post is about.

Admitting it is a flaw in that aspect, is not calling the game bad, not sure why people are so defensive over a viable constructive criticism.
 

NEO0MJ

Member
Yeah, I noticed this problem a lot. Like, damage and reaction timing are off for both me and my opponents. Strange that the original was better about this,
though when compared to other shooters it was still bad. I guess they went with it because it does a good job of hiding connection issues.
 
Damn people are getting really defensive.

For the vast majority of casual players they won't notice nor care about this, and that's fine.

But Nintendo are pushing this game as an esport. The tick rate is not suitable for a competitive game. To dismiss this is to basically say "fuck you, got mine". It's a bad design decision and will only hurt the game in the long run
 

Duffk1ng

Member
I disagree it's "just marginal".

Marginal issues and deaths like these cause the most frustration anyway.

So it literally does affect the gameplay and it can literally help cause shit like this which you literally said it couldn't moments ago.

Literally low tick is shit.

Literally.

Not saying it shouldn't be higher - by marginal I mean that it's situations where the margins between life and death are really slim.

The multiple shots blending into one sucks and is frustrating and incongruous, but bear in mind it's happening because you got hit multiple times in one tick, so you were probably dead regardless. It just looks stupid.

Personally I think the game should target 30. More would be nicer but it doesn't need it as much as something like cs.
 
Damn people are getting really defensive.

For the vast majority of casual players they won't notice nor care about this, and that's fine.

But Nintendo are pushing this game as an esport. The tick rate is not suitable for a competitive game. To dismiss this is to basically say "fuck you, got mine". It's a bad design decision and will only hurt the game in the long run
Is the Tick rate the same in LAN mode?
 

TheJoRu

Member
Here the thing where I see it could be better, is as a sniper, when trying to trick an opponent in close quarter, moving around a block, swimming on its sides etc..., I need all the precision I can get to survive in this extremely tight space.

Definitely. If you play Charger, especially on a high rank/competitive level, I can see the need for a much higher tickrate than what's in the game.
 
This. Arms and now Splatoon are being judged on their merits as esports. Who cares? They're fun multiplayer experiences that are not meant to be taken that seriously. What's next? Dissecting the internals of Mario Kart?
Nintendo wouldn't have put TWO ranked modes if they weren't serious about Splatoon being a competitive game.
 
It's not important to people who don't give a fk about consistency in their gameplay.
It's just not that important. Latency matters. Tickrate is a contributing factor to latency. It is not the defining factor. People who moan about tickrate are inevitably overstating its relevance in their overall experience because they watched a YouTube video about it once.
 

Tecnniqe

Banned
Not saying it shouldn't be higher - by marginal I mean that it's situations where the margins between life and death are really slim.

The multiple shots blending into one sucks and is frustrating and incongruous, but bear in mind it's happening because you got hit multiple times in one tick, so you were probably dead regardless. It just looks stupid.

Personally I think the game should target 30. More would be nicer but it doesn't need it as much as something like cs.
Personally if you want to target e-sport it should be at minimum 64 (this is what "casual" lobbies should aim for) and preferably 128 or higher (which is what competitive lobbies should aim for) with good network code and good lag comp setup in order to reduce and support these things as much as possible.
 

urge26

Member
Damn people are getting really defensive.

For the vast majority of casual players they won't notice nor care about this, and that's fine.

But Nintendo are pushing this game as an esport. The tick rate is not suitable for a competitive game. To dismiss this is to basically say "fuck you, got mine". It's a bad design decision and will only hurt the game in the long run

I'm not sure if the managerial or engineering team at Nintendo knows what tick rate is ;-)
 

Duffk1ng

Member
Personally if you want to target e-sport it should be at minimum 64 (this is what "casual" lobbies should aim for) and preferably 128 or higher (which is what competitive lobbies should aim for) with good network code and good lag comp setup in order to reduce and support these things as much as possible.

Yeah you'd hope that for actual competitive play they can push much higher. I'm thinking more in terms of the general online play.
 
Is the Tick rate the same in LAN mode?
I wouldn't imagine so but Im not sure either.

The problem is that with vastly different experiences online and on LAN, people will have a harder time practicing and playing at the higher level.

This problem comes up in a lot of games. If you have a very similar experince online as on LAN more people are likely to get invested and play at the highest level.

If your only opportunities to play the LAN experince is in person, well, it's less likely people take the game seriously at competitive level.
 

Mendrox

Member
ITT: Many people not knowing what a tickrate is and why it is so important for the gameplay itself. I am shocked about that tickrate. It has to be one of the lowest tickrate in MP games which is a shame.
 
Again, that clip is nothing to do with tickrate. The player was behind the wall for like, 16 ticks at least. Tickrate affects marginal high impact events.

If you take a 16 tick situation like this, and you ran around a corner to escape an enemy, lets say at the beginning of your tick you were still moving round the corner, then at the end of the tick, you were fully behind the corner. The other player fires at the end of the tick (when you're in cover on your screen). Since the data hasn't been sent to the server yet, as far as that shot is concerned, you're still not fully behind the corner as your position didn't get updated to reflect that before your opponent fired.

If you doubled the tickrate, your position gets updated before the opponent fires and you survive.

Tickrate affects marginal situations, not a literal entire second of latency/packet loss or whatever like in that clip. You would literally need to lower the tickrate to like, 1 tick per second before you can blame that clip on tickrate.

Low tickrate sucks in many situations but people need to stop blaming things that are nothing to do with tickrate on tickrate.
This game and the original seem to also have an awful problem with "Double KOs" where you and the squid you're shooting both die (sometimes you first or vice versa). I rarely experience that in other shooters but it's hard to tell if that's purely a tick rate/network issue since there are different mechanics in this game with the ink and your damage taken increasing when in enemy ink.
I'm not sure if the managerial or engineering team at Nintendo knows what tick rate is ;-)
I'm pretty sure that they do since Mario Kart doesn't suffer from these issues. Seems like they made an intentional decision here to make this game less responsive.
 
Personally if you want to target e-sport it should be at minimum 64 (this is what "casual" lobbies should aim for) and preferably 128 or higher (which is what competitive lobbies should aim for) with good network code and good lag comp setup in order to reduce and support these things as much as possible.
Looks like you have a lot of knowledge about this... Is the tickrate of Splatoon 2 the same in LAN mode?
 
So to all who defend this low tickrate:

Please, get informed! Yeah, it might be a non-issue on casual play, but Splatoon 2 wants to be a competitive game and in ranked- and league matches, this is a real issue.

I mean, I get it, Splatoon 2 also got some unjustified criticism and this leads to some heightened reactions to legit complaints.

Splatoon 2 is one of my favorite games this year so far (and with 2017s releases so far, this is really a feat), it does many things better right out of the box than the already great Splatoon 1 and it's just plain fun even with map/mode rotation and tickrate issues. But please, handwaving an issue like this does help noone. I think we can agree on wanting Splatoon 2 to be as succesful as possible both as a fun multiplayer and as a competitive experience - which will keep the player base growing. So an issue like that should be highlighted so that it can be patched accordingly asap and we do not need to bother with it anymore.
 

Sulik2

Member
People need to start voting with their wallet and stop supporting Nintnedo products that are made with so many backwards decisions. This company will never learn to properly support the internet, online play, account systems and preorders if their half baked products with solid games continue to sell well. One system flopping apparently was not enough for them to learn their lesson.
 
It can still be an esport for Nintendo's purposes with the current tickrate. If it runs at the same speed for everyone, what's the problem? It's a level playing field.

Of course, faster is always better. I'm just playing devil's advocate. It's not like Nintendo's goal is to have this on ESPN or anything.
 

Duffman

Member
well if nintendo gives a damn about the competitive side of this game they really should at least double the tickrate

i mean cs:go's tickrate can go up to 128hz
 

Yukinari

Member
I wouldnt even say its a non-issue in casual play cause theres modes beyond turf wars you know.

When you have two ranked modes, one of which you unlock by getting to B in the other, thats wanting a serious matchup.

Even more so knowing that you get basically no EXP if you lose and potentially losing your rank. It feels so bad when those unusual kills start to add up.
 

Tecnniqe

Banned
Looks like you have a lot of knowledge about this... Is the tickrate of Splatoon 2 the same in LAN mode?
I don't see how it's would be different.

Main thing about LAN setup is to get full use of the ticks at high rates (128+) and attempt to remove any sort of network delay, in pure ms or in compensation, in an attempt to make the skill and precision overcome any sort of latency or out of control problem.

It's why big tournaments are done on stage next to each other, to make skill the prevalent and prevailing factor over everything else.

How Nintendo did it, if they tied game physics to it or what, I do not know, but one things is for sure, this incredibly low rate number won't do anyone a favor anywhere.
 

deoee

Member
It can still be an esport for Nintendo's purposes with the current tickrate. If it runs at the same speed for everyone, what's the problem? It's a level playing field.

Of course, faster is always better. I'm just playing devil's advocate. It's not like Nintendo's goal is to have this on ESPN or anything.

That's not how it works.

The game literally can "forget" you shot with the Splatling as it fires too fast for the tickrate etc.

That's not a level playing field.
 

Chauzu

Member
Is anyone defending the low tickrate really? All I hear is people not knowing much about this comparing to original Splatoon and feeling the Splatoon 2 online experience is better, despite lower tickrate. (It feels the same to me, mostly because Wii U online was trash for me.)

I'm sure it matters for competetive play and I hope they make their voices heard for Nintendo if this issue is that big. Personally, I'm just happy it's a good online experience with no lag and very little disconnects. I'm too uninformed about stuff like tickrate to say anything, and just from glancing at this thread, there seems to be some disagreements to how important it is, other than the fact the higher the tickrate the better always.
 

Mendrox

Member
Is anyone defending the low tickrate really? All I hear is people not knowing much about this comparing to original Splatoon and feeling the Splatoon 2 online experience is better, despite lower tickrate. (It feels the same to me, mostly because Wii U online was trash for me.)

I'm sure it matters for competetive play and I hope they make their voices heard for Nintendo if this issue is that big. Personally, I'm just happy it's a good online experience with no lag and very little disconnects. I'm too uninformed about stuff like tickrate to say anything, and just from glancing at this thread, there seems to be some disagreements to how important it is, other than the fact the higher the tickrate the better always.

These disagreements are from people not knowing shit to be honest. Anyone playing comp games these last few years knows how important a good tickrate is. The game can literally not notice you shooting for example.
 

Tecnniqe

Banned
It's almost like the servers frame rate, and people saying 16fps is fine for the server.

And here I figured the 30hz discussion would be the peak.
 

Rncewind

Member
Thanks for the response.

no problem

Is anyone defending the low tickrate really? All I hear is people not knowing much about this comparing to original Splatoon and feeling the Splatoon 2 online experience is better, despite lower tickrate. (It feels the same to me, mostly because Wii U online was trash for me.)
.

*checks first page of this thread* seems like you have really selective hearing
 
I've noticed a few times that I've had some strange kills and deaths. I guess it's related to this. I will say I haven't noticed it a lot, but even noticing it some probably means it's an issue far more than we would probably think.

I kinda doubt Nintendo will do anything about this as they don't seem to be too concerned with it becoming an eSport. I'm sure they would love it if it happens on it's own, but they don't seem to be actively trying to make it happen. Would love to be wrong though.
 
This game and the original seem to also have an awful problem with "Double KOs" where you and the squid you're shooting both die (sometimes you first or vice versa). I rarely experience that in other shooters but it's hard to tell if that's purely a tick rate/network issue since there are different mechanics in this game with the ink and your damage taken increasing when in enemy ink.

It's because many shooters don't actually simulate a bullet traveling, or if they do it's realistically fast.

In Splatoon you might have 3 globs of ink in the air traveling toward your enemy at the exact moment they kill you.

I mean as a particularly slow-paced and also dark example, it's sort of like DEFCON, if you want to think of it like nukes flying between countries that you can watch on a map. Mutually assured destruction. Just the nature of a fluid-based game instead of a bullet-based one.
 

Chauzu

Member
*checks first page of this thread* seems like you have really selective hearing

I felt most posts have the tone I described, which basically boils down to, the Splatoon experience for most people on this forum will be great regardless of tickrate because we just aren't that good. I'm sure some were legit defending, but there will always be people defending their fav company on gaming forums. I posted a bit in the latest Minecraft PS4 crossplay thread and it was embarrassing at times quite frankly. No need to derail discussion too much from the handful of fanboys that every company has.
 

nynt9

Member
These disagreements are from people not knowing shit to be honest. Anyone playing comp games these last few years knows how important a good tickrate is. The game can literally not notice you shooting for example.

It probably comes from tickrate not being something that is very easily noticeable. If you're playing casually and don't really know how to attribute the effects you see to the cause, it might look like a non issue. Of course, some people take this as unwarranted criticism as a result, and we see these defensive responses.
 

Duffk1ng

Member
This game and the original seem to also have an awful problem with "Double KOs" where you and the squid you're shooting both die (sometimes you first or vice versa). I rarely experience that in other shooters but it's hard to tell if that's purely a tick rate/network issue since there are different mechanics in this game with the ink and your damage taken increasing when in enemy ink.

I'm pretty sure that they do since Mario Kart doesn't suffer from these issues. Seems like they made an intentional decision here to make this game less responsive.

Double splats will be in part tickrate, they can also be because everything in the game is a projectile. It's not that unlikely that it's just because a projectile was already in motion when you killed the guy and then you got hit by it after. Double splats would and should still happen even if the tickrate was a million.

It's not like, say, halo where two people dying at the same time in a BR fight basically should never happen because of hitscan.
 
That's not how it works.

The game literally can "forget" you shot with the Splatling as it fires too fast for the tickrate etc.

That's not a level playing field.
So. After reading some explanations here about what the tickrate is and how bad is in this game... the Splatoon 2 online should be a mess right now according to some Gafers (odviusly is not) How is the game feel so smooth and precise in practice?
 
I think people do need to learn the difference between "it's fine as it is because the game is fun" and "it's fine as it is because Nintendo made it." Someone saying the first isn't necessarily a stealth example of the second. In many cases you could probably name some other non-Nintendo game with a low tickrate or other issues and that person would find that game fun and acceptable as-is too. Don't perpetuate the Nintendo fan conspiracy theory nonsense, it makes you look just as bad as the worst on that side.
 

Jazzem

Member
This game and the original seem to also have an awful problem with "Double KOs" where you and the squid you're shooting both die (sometimes you first or vice versa). I rarely experience that in other shooters but it's hard to tell if that's purely a tick rate/network issue since there are different mechanics in this game with the ink and your damage taken increasing when in enemy ink.

I'm pretty sure that they do since Mario Kart doesn't suffer from these issues. Seems like they made an intentional decision here to make this game less responsive.

Honestly, this thread got me wondering what MK's tick rate is; I've had multiple instances with opponents having the spin animations play after being hit by an item, yet they still go ahead at the same unaffected speed.
 
So. After reading some explanations here about what the tickrate is and how bad is in this game... the Splatoon 2 online should be a mess right now according to some Gafers (odviusly is not) How is the game feel so smooth and precise in practice?

Have you spent much more time with other shooters? Maybe you have but I really feel like alot of Splatoon players haven't, and that's why they don't see the problems that other people see.
 

Berordn

Member
So. After reading some explanations here about what the tickrate is and how bad is in this game... the Splatoon 2 online should be a mess right now according to some Gafers (odviusly is not) How is the game feel so smooth and precise in practice?

Compensation and prediction by the game, which will make everything look smooth but won't necessarily be accurate to the server state (which is why you get things like being splatted from behind a wall).
 

LordRaptor

Member
Low tickrate is usually to save money on providing dedicated servers, but I assumed Splatoon 2 was P2P so I'm not sure why they went with lower tick rate
 

NSESN

Member
Have you spent much more time with other shooters? Maybe you have but I really feel like alot of Splatoon players haven't, and that's why they don't see the problems that other people see.
I don't know what are you trying to imply here but there is more things that make a game feel smooth than just tick rate.
Edit:what Berordn said.
 
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