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low tickrate multiplayer fps games

How is this acceptable?

I've recently discovered the joy of counter strike and its 64/128 tick rate multiplayer.

How can you go back?

Games like battlefield 4 running at 10 tickrate, titanfall at around 20, and call of duty even at 30 or less, creates these random tossup situations where its up to the network prediction to determine what happened.

I used to get so frustrated at call of duty multiplayer and now I know why.

Playing on PC with custom servers and high tickrate is a revelation. Try it sometime if you haven't.
 
Battlefield 4 is seriously 10?

No wonder the multiplayer felt like shit when I played it for a few rounds around launch.
 
cod games were only at 30 when you could set them in the server and console. So basically cod 4/waw/blops 1 were the last ones you could do this. Console were of course at 20 or lower, but for a time PC could be at 30. Cant have that of course.
 
The tickrate of a game server is a measure of how often a server will update the game world. For example, a server running with a tickrate of 33 will update the world 33 times a second. This may seem like a lot, but in precision games such as Counter Strike Source a higher tickrate is essential. The downside of tickrate however is that more bandwidth and CPU is consumed by the server, if you want a smooth server though a higher tickrate is essential.

Yeah, servers are expensive dude :D
 
Whaat. I seriously thought 64 was the low end of tickrate considering how much better 128 tick servers are.

Especially Chivalry seems to gain a shitload from a tickrate of 128, suddenly a lot of the random bullshit is gone. (Like missing animation frames and shit)
 
I'm surprised so many Gaffers hadn't heard of tick rate before. People made a big fuss when they found out how disastrously low the Battlefield 4 rate was. It's a huge reason why the game was so janky for so long. EA wanted to cheap out on servers and it made the game ridiculously unreliable.
 
Yeah most CS servers tend to have 64/128 tickrates, which is especially ideal for CS. Well, it's the ideal for any FPS if anything.

Battlefield 4 ran at 10 but was recently upped to 30 in a patch a few months ago. Most console games I don't think even go beyond 30.

The part you need to know is that a shit tick rate can be responsible for why kill trades happen... Right, Destiny?
 
"How is this acceptable?"

Because the vast majority of consumers don't know any better and companies aren't so altruistic that they'd rather guarantee a superior multiplayer experience for their consumers instead of aiming for the absolute minimum that won't get them raked over the coals.
 
i think naughty dog tried increasing the tickrate for tlou at one point but quickly reversed it after people started reporting being unable to play/freezing/major lag. i guess its good enough for most people.
 
i had no idea the tickrate of other games. that's actually pretty fucking embarrassing.

CS at 64 is a damn mess. to be half that..you should be paying me to play it.
 
I didn't even know what tickrate was until this thread. I guess I just don't take it that seriously.

A simple visualization from the original Unreal Tournament:

A tickrate of 5FPS:
tr2_005.jpg


20FPS:
tr2_020.jpg


40FPS:
tr2_040.jpg


100FPS:
tr2_100.jpg


The tickrate is basically how many times the server pings the players on the map per second, it's how the game keeps track of player locations. What the player see's on their screen isn't always accurate to where the actually player is being pinged on the map. This is why BF4 has so many issues like "one hit kills" and moments where you wonder why your bullets aren't registering when you hit an enemy. It only has a tick rate of 10FPS.



I believe BF4 tickrate was raised to 30 recently

Oh, that's right. I haven;t actually played BF4 after the server updates. I really should give it another go.
 
CSGO matchmaking is on 64 tick, which is abysmal by CS standards.

We've been on 100+ tick for nearly a decade.
Valve is making money hand over fist from the marketplace in CS alone. They need to upgrade the mm servers already. 64 is such trash. 128 is a whole different game.
 
Is this why I get killed while I am around a corner all the time?

What I mean is that I will be getting hit, turn the corner and magically die while around the corner.
 
I pretty much just play casual matchmaking in CS:GO. Very often, I will get in a firefight with a player, be killed, and then notice blood sprays on his model where I apparently shot him but the game didn't register damage. For example, I might see a couple of bloody spots on his arms/torso, yet he's still at 100 HP; or I see that one of my AK-47 rounds hit him square in the eye, but he is very much alive. Is this due to the [apparently low] tickrate or more symptomatic of general lag? I play at 60 FPS with a ping usually between 50-70 ms.
 
Is this why I get killed while I am around a corner all the time?

What I mean is that I will be getting hit, turn the corner and magically die while around the corner.

yep
2 things cause dying around corners: large amounts of lag and low tickrates

Pay to play online -> get 'DEDICATED SERVERS" with some abysmal tickrate
 
I've been on NeoGAF for 7 years and this is the first I'm hearing of tickrate. Very, very interesting.
Same concept for frame rate in single player games too. In that instance, FPS = tickrate.

This is why high FPS feels so good.
yep
2 things cause dying around corners: large amounts of lag and low tickrates

Pay to play online -> get 'DEDICATED SERVERS" with some abysmal tickrate
Well, that and this:

jIuVC.jpg


Only peek corners to the left in CS:GO.
 
Because playing with spray & pray automatic weapons makes is less noticeable than playing, say, Railguns, and because it affects at all the player in equal measure so it's "fair", so as long as it isn't too low, it gives an acceptable experience.

I had tons of deaths after turning a corner in BC2 and BF3, but my overall memories of the games are of tons of fun. And in exchange of that, usually you have bigger maps, vehicles, destruction, etc.
 
Because playing with spray & pray automatic weapons makes is less noticeable than playing, say, Railguns, and because it affects at all the player in equal measure so it's "fair", so as long as it isn't too low, it gives an acceptable experience.

I had tons of deaths after turning a corner in BC2 and BF3, but my overall memories of the games are of tons of fun. And in exchange of that, usually you have bigger maps, vehicles, destruction, etc.
Yeah, absolutely. Low skill-ceiling games definitely don't require it as much. BF series is a far cry from a competitive series of games, no need for it to be that precise when you can have more of what makes it "fun". Enter age old "30fps + graphics over 60fps" argument.
 
mkenyon said:
Same concept for frame rate in single player games too. In that instance, FPS = tickrate.
Not exactly - it's entirely possible to have actual Server framerate separate from network-update rate, and even have variable update rates for different type of network events.
Single player analogue would be say, comparing Simulation FPS with eg. Logic FPS, rendering FPS, animation FPS...

The other part is that servers don't typically poll player positions as described in some post above, nor do all games do prediction, but that's a separate story.
 
I would consider tickrate to fall under netcode.

How were people playing bf4 with 10 tickrate. That game must have been a giant mess.

not in the general sense of how people use that term though.

People use it and they mean that the game was laggy. That's all it is for most people, a synonym
 
But doesn't a tick rate of 20 for example only explain a death 50ms after going behind a corner? I've always thought a high latency of 100+ms is more often the main culprit.


Well, I guess latency does play a role in that too, though i am no expert. Latency issues will affect the speed at wich you get tick rate data that is sent to your computer (the client) from the server and can be a big cause of "corner deaths".

I beileve Battlefield 4 has this issues (and I have experienced it many times) when the data packets will arive late due to server lag and you will recieve the tick rate data in a compressed fashion where you would see something happen in front of you at an impossibly fast speed. I've seen this happened while being knifed. From my point of view it would look like the other player is knifing me from an impossible position that I should not be knifable from, and it looks like an exploit. But in reality it is just server lag + low tick rate. Though I beileve they improved this in the latest patches, but the problem is still there.
 
"How is this acceptable?"

Because the vast majority of consumers don't know any better and companies aren't so altruistic that they'd rather guarantee a superior multiplayer experience for their consumers instead of aiming for the absolute minimum that won't get them raked over the coals.

Just like framerate.
 
It's a shame that ND MP games are stuck in archaic 15 Hz tickrate/player update rate... yes, even the 60fps ones (TLOU:R MP & UC4 MP).

i think naughty dog tried increasing the tickrate for tlou at one point but quickly reversed it after people started reporting being unable to play/freezing/major lag. i guess its good enough for most people.
There is an alternative solution for low upload players:

http://www.neogaf.com/forum/showpost.php?p=211219854&postcount=5371
 
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