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Apparently Splatoon 2 tickrate is only 16Hz

Being killed when you are behind cover is how every online FPS is, that is just how network latency and lag compensation work. It's not possible for everyone to be seeing the same thing at the same time. Tick rate is important for accurate hit detection, so like a player jumping or moving headshot kills for example. It might not be as important in a game like Splatoon, but I hope they improve it because it is pretty low.
 
Using such a low tickrate has latency just based on the huge gap between updates.

Low tickrate also means they have to use interpolation instead of predicting movement and doing minor corrections. Interpolating means they need at least two data points to interpolate between. Even ignoring network lag the game will have tons of inherent lag, add your mobile tethered wifi in a mountain cave lag and it's pretty bad for gameplay.

Pretty weird that Nintendo puts such little importance on gameplay as they have traditionally favored 60fps and snappy response.

Becuse Nintendo doesn't care nor understands online. The fact that they didn't even know what XBL and PSN are speaks volumes. They're absolutely clueless.

Their voice chat is proof of that.

Third parties know this as do a huge slew of potential customers; which is why they're massively ignored.
 

k91191

Member
In Salmon run, I've thrown a bomb into the missle carrier boss at the last second but the bomb doesn't kill him. Happened a few times now. Is this due to tick rate?
 
Example:
in the first frame that you got from the server you see an enemy going straight, during the second frame the enemy turned or jumped or shoot but since you won't get updates from the server for other 3 frames you will see the enemy going straight for other 3 frames, when you will finally get the fifth frame from the server you will see the enemy warping from the calculated position to its real position, this applies to everything, projectiles included,

Projectiles are not included in the example you gave. Once a projectile is fired, the game knows the exact path it's going to travel, it doesn't have to guess that maybe it will keep going straight and then find out the projectile turned in midair.

A faster tickrate would mean fewer trades kills, because information would be moving at a faster rate. The person with the more powerful weapon would still be standing after the exchange, instead of dying, because the weaker weapon's damage was doubled.

Why would the weaker weapon's damage be doubled?

Let's say two people are shooting directly at each other. Splattershot Jr. has 4 ink blobs in the air flying toward the enemy, .96 Gal has one. Splattershot Jr. user is going to die when he gets hit, but the game doesn't know he got hit yet. You think over the course of 4 FRAMES the Splattershot Jr. gets 4 more shots out...? Keep in mind, interpolated frames because the game does make the .96 Gal projectile keep moving at 60 FPS, so they're probably getting hit on the same frame regardless...
 

deoee

Member
In Salmon run, I've thrown a bomb into the missle carrier boss at the last second but the bomb doesn't kill him. Happened a few times now. Is this due to tick rate?

It certainly is a factor to take into consideration.

But maybe the hitbox was already closed or you had a shit ping etc.
 

Tecnniqe

Banned
Being killed when you are behind cover is how every online FPS is, that is just how network latency and lag compensation work. It's not possible for everyone to be seeing the same thing at the same time. Tick rate is important for accurate hit detection, so like a player jumping or moving headshot kills for example. It might not be as important in a game like Splatoon, but I hope they improve it because it is pretty low.
Yeah 16 is pretty abysmal for a online game
 

ZBR

Member
Is this along the same lines of Halo 2 hosts bad? I remember hosts being able to three shot with a BR before they patched it or something?
 
Becuse Nintendo doesn't care nor understands online. The fact that they didn't even know what XBL and PSN are speaks volumes. They're absolutely clueless.

Their voice chat is proof of that.

Third parties know this as do a huge slew of potential customers; which is why they're massively ignored.

There was a PS4 in the Splatoon dev team's office from what I remember, so I doubt this is the case anymore, but I find it easy to believe at the end of gen7.

While Nintendo said they are trying to be a more flexible company they are still slow to react I find - for the last major restructuring Iwata mentioned placing a bigger emphasis on areas Nintendo was weak on, like networking. I'm sure that has happened, but there's probably a painful transition involved like with Nintendo's shift to HD back in 2011-2012.
 
Wow, that explains so much. Times when I would keep disconnecting over and over again were because my internet connection was choking below 1MB/s speeds.

And explains why it's never happened at my current apartment, because unlike my old house-share situation i'm the only one on my connection now.

Glad to help! It's a shame the game never spat out an error code for the issue. Nintendo did eventually update their support page for the game stating what the reason was, but I remember being puzzled about it after the patch landed.
 
Finally got the game a few days ago. I love Splatoon, but the tick rate is atrocious in Spla2oon. The amount of people saying "I haven't noticed it" is baffling. Every match I get shots off first on someone only to see them not register and end up dying some how. And no, it's not because I can't aim. I use close range weapons and am up on a target when firing.

Needs to be fixed. I'm still having a great time and will continue to play for months to come, but if the game is going to be taken seriously Nintendo has to do something.
 
Finally got the game a few days ago. I love Splatoon, but the tick rate is atrocious in Spla2oon. The amount of people saying "I haven't noticed it" is baffling. Every match I get shots off first on someone only to see them not register and end up dying some how. And no, it's not because I can't aim. I use close range weapons and am up on a target when firing.

Needs to be fixed. I'm still having a great time and will continue to play for months to come, but if the game is going to be taken seriously Nintendo has to do something.

Aim up on the target? are you aiming just above their head?
 
Why is tick rate this important? I played a lot of Splatoon over the weekend and saw no issues.

Is this another in a long line of things I don't really want to be aware of because they don't matter or shouldn't in the long run or is it something else?
 

deoee

Member
Why is tick rate this important? I played a lot of Splatoon over the weekend and saw no issues.

Is this another in a long line of things I don't really want to be aware of because they don't matter or shouldn't in the long run or is it something else?

This whole thread (and the other two) are full of infos about why tickrate matters.
There's also some people telling you their experiences right above your post.
 

SephLuis

Member
Why is tick rate this important? I played a lot of Splatoon over the weekend and saw no issues.

Is this another in a long line of things I don't really want to be aware of because they don't matter or shouldn't in the long run or is it something else?

Tick rate is the frequency which your game updates itself with the data that it receives from other players. So, a bigger tick rate means that the game will update itself more frequently with that information.

This is just one of many factors that influences your online experience. A low tick rate can lead to a multitude of issues such as shots not registering correctly, for example.
 
Being killed when you are behind cover is how every online FPS is, that is just how network latency and lag compensation work. It's not possible for everyone to be seeing the same thing at the same time. Tick rate is important for accurate hit detection, so like a player jumping or moving headshot kills for example. It might not be as important in a game like Splatoon, but I hope they improve it because it is pretty low.

Basically ex_interp 0.01 vs. 0.1 for the CS players
 
Why is tick rate this important? I played a lot of Splatoon over the weekend and saw no issues.

Is this another in a long line of things I don't really want to be aware of because they don't matter or shouldn't in the long run or is it something else?

There is a video example in the OP that I recommend you watch. It shows why tick rate is important, which is why it is in the OP.
 
don't see the video link, but searched elsewhere and read the examples.

Tick rate is the frequency which your game updates itself with the data that it receives from other players. So, a bigger tick rate means that the game will update itself more frequently with that information.

This is just one of many factors that influence your online experience. A low tick rate can lead to a multitude of issues such as shots not registering correctly, for example.

Ok, I see why it would cause the issue I still don't see why I should pay too much attention to it from my pov.

I guess for me this is one of those ignorances is bliss things. I played a whole lot of matches this weekend without really noticing these issues. I feel if I look too much into it I'll ruin the experience.

Right now LEft Joy con desync is the real issue for me and that seems to have no easy solution.
 
Aim up on the target? are you aiming just above their head?

Nope, I meant I was right beside the target, sorry for confusion. Reticle perfectly centered. Those shots register most of the time, but when they don't...

Stealth is a huge part of my game so I'm always trying to flank and get the jump on enemies. To get the first few shots off, see them go through the target and then be splatted is incredibly frustrating.
 
Nope, I meant I was right beside the target, sorry for confusion. Reticle perfectly centered. Those shots register most of the time, but when they don't...

Stealth is a huge part of my game so I'm always trying to flank and get the jump on enemies. To get the first few shots off, see them go through the target and then be splatted is incredibly frustrating.

That has absolutely nothing to do with the tickrate. If anything, it'd be lag, or some other network error. It's been explained over and over again that tickrate is going to have a much more subtle effect than this.
 
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