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.



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...
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.