Netcode and Tickrate Finally Improved for Battlefield 4 - Update for June 3, 2014

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  • Netcode and Tickrate Finally Improved for Battlefield 4 - Update for June 3, 2014

    It may have taken the better part of a year, but DICE has finally improved upon the netcode and tickrate for Battlefield 4! They released a new update today that includes some additional options that you'll want to take note of.

    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

    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.

    • Thortok2000
      #1
      Thortok2000 commented
      Editing a comment
      I turned it up to high and noticed a little improvement. Still kill-trading though.

      It also makes me wonder if, when you turn your tickrate up, nobody else gets easier for you to kill, you just get easier for everyone else to kill. A lot of games reward the laggiest player...

    • Shawn Zipay
      #2
      Shawn Zipay commented
      Editing a comment
      Originally posted by Thortok2000
      I turned it up to high and noticed a little improvement. Still kill-trading though.

      It also makes me wonder if, when you turn your tickrate up, nobody else gets easier for you to kill, you just get easier for everyone else to kill. A lot of games reward the laggiest player...
      That's not really what tickrate is about. It's not going to make you or others easier or harder to kill. It merely brings better parity between what you see and what the server sees. Prior to this update, the tickrate on clients was 10 while the servers were at 30.

      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.

    • Thortok2000
      #3
      Thortok2000 commented
      Editing a comment
      I just worry at users being able to set the tick rate that favors them rather than favors the server and everyone fighting against them.

      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.

    • Shawn Zipay
      #4
      Shawn Zipay commented
      Editing a comment
      No, it has no impact on that. You're thinking about it the wrong way.
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