Changelog for Battlefield 4 for June 3, 2014
- Improved/reduced explosion induced camera shake
- Character collision improvements
- Fix to reduce object damage mismatch between client/server.
- Fix explosion packs not being able to be shot sometimes
- Improvements for client side packet loss
- Client crash fixes
- AMD Mantle multi-GPU improvements
- Carrier Assault game mode reports bug fix
- High Frequency Network update
-Added High frequency “bubble” updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles
-Added option to control client side update rate setting
- Character collision improvements
- Fix to reduce object damage mismatch between client/server.
- Fix explosion packs not being able to be shot sometimes
- Improvements for client side packet loss
- Client crash fixes
- AMD Mantle multi-GPU improvements
- Carrier Assault game mode reports bug fix
- High Frequency Network update
-Added High frequency “bubble” updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles
-Added option to control client side update rate setting
As I understand it, the client (that would be you) has to manually set their desired setting for tickrate from the options menu. High is a tickrate of 30, Medium is 20, and Low is now 15. Previously, the tickrate for clients was 10 for everyone.
Detailed look at it for CS: http://game.kingj.net/pages/extra-tickrate Even this article is a bit old but you get the general idea.
It... I guess in the simplest terms makes it so that the things you see and aim at are where they should be. It brings a bit more uniformity to the game for everyone. So then it becomes more of a game of skill rather than one of complete and total random BS where you die seconds after you've already taken cover, for instance.
I've noticed the hit detection has been a lot better since this update. I'm actually getting hits when I should be and I haven't noticed any crap where I'm dead after I've already rounded a corner.
It's not perfect. It's not up there yet with the super high tickrates that Counter-Strike has, but it's a damn good start.
Especially with it defaulting to a low tickrate, will they be able to 'miss' me and since the server sees their low tickrate it calls it a hit anyway, since that's where I was on their screen even if that's not where I actually was?
A lot of games reward the laggiest player, giving them handicaps and such, giving hits when there shouldn't be hits, avoiding being hit when you should have been, etc.