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What makes for good netcode?

This is a very complex subject with no straight-forward answer. You can improve things by keeping your game simple and providing clients with a sensible update interval.

Battlefield 4's approach seems to be to sacrifice temporal resolution in order to preserve bandwidth. A BF4 server updates its world at 30 frames-per-second (that's a world update every 33 milliseconds). However, clients only communicate to the server every 100 milliseconds.
This is rather a slow update rate and a lot can happen in 100 milliseconds when you have weapons firing 1000 rpm or higher.

My advice for trying to avoid frustration with BF4 is to make sure you fire first wherever possible.
 
Coming from a fighting game background, I have to say rollback netcode is by fart the best.
Its the best option with a good connection. Everytime I see people criticize it its because of how it performs on bad conditions, but I dont think that makes any sense because all netcodes perform bad with a bad connection.

GGPO FTW!
 
This is a very complex subject with no straight-forward answer. You can improve things by keeping your game simple and providing clients with a sensible update interval.

Battlefield 4's approach seems to be to sacrifice temporal resolution in order to preserve bandwidth. A BF4 server updates its world at 30 frames-per-second (that's a world update every 33 milliseconds). However, clients only communicate to the server every 100 milliseconds.
This is rather a slow update rate and a lot can happen in 100 milliseconds when you have weapons firing 1000 rpm or higher.

My advice for trying to avoid frustration with BF4 is to make sure you fire first wherever possible.

seriously?! this really blows my mind considering the game running on clients is updating at 60fps. i'm not even sure how anyone thought that was a good idea. i mean, obviously you're sacrificing accuracy under these circumstances.
 
Good netcode means that things work the way you expect them to work.

It means not getting shot by invisible people.
It means not dying long after you're behind hard cover.
It means hit registration that agrees with what your client sees.
It means all clients having as close to the same picture of events as technically possible.
It means no rubberbanding.
It means no lag armor.
It means a connection model that can deal with a bit of packetloss now and then without completely disconnecting the client.
It means no host advantage.
It means models of weapons pointing the same way the projecticles come out.

TL:DR It means doing the opposite of everything DICE does.
 
seriously?! this really blows my mind considering the game running on clients is updating at 60fps. i'm not even sure how anyone thought that was a good idea. i mean, obviously you're sacrificing accuracy under these circumstances.

The server world update interval is not the worst part. I wish BF4 actually updated clients at 30fps (33ms), that would be 3x better than the current effective rate.

Clients receiving updates at only 100ms intervals essentially means you're playing at 10fps as far as the networked game is concerned.
 
Don't do whatever the hell they did with BRINK. I thought it was a decent game, but online, when it didn't work, was hilariously bad.
 
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