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known2FAIL 07/01/17 4:07:04 PM #1: |
It's amazing that Call of Duty has had this yet. What's even more amazing is that CoD has always had a measly 20Hz tickrate. That's a massive jump
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NathanX95 07/01/17 4:16:06 PM #2: |
I'm not very knowledgeable on this, so what exactly does this exactly mean and how does it change the gameplay?
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KBGiantsfan 07/01/17 4:19:29 PM #3: |
I'm actually thinking I might get this CoD, haven't really liked any of the games since BO2 so I hope this WWII one going back to boots on the ground will bring me back to this series.
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NathanX95 07/01/17 4:22:16 PM #5: |
Hmm, so it essentially will update whatever is happening in the game three times faster now. Sounds very good and like a much needed improvement.
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Webmaster4531 07/01/17 4:22:34 PM #6: |
https://www.reddit.com/r/Overwatch/comments/3u5kfg/everything_you_need_to_know_about_tick_rate/
Tick rate is the frequency with which the server updates the game state. This is measured in Hertz. When a server has a tick rate of 64, it means that it is capable of sending packets to clients at most 64 times per second. These packets contain updates to the game state, including things like player and object locations. The length of a tick is just its duration in milliseconds. For example, 64 tick would be 15.6ms, 20 tick would be 50ms, 10 tick 100ms, etc. Stole that from a blizzard post. --- Ad Hominem. ... Copied to Clipboard!
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iosifsvoboda 07/01/17 4:53:31 PM #7: |
How long will it take rng to give me the thing that gives me good hertz
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DarthAragorn 07/01/17 4:55:11 PM #8: |
iosifsvoboda posted...
How long will it take rng to give me the thing that gives me good hertz 400 dollars of supply crates --- Who fears to walk upon the grass? But it is the grass that hides the viper from his enemies and shelters him until he strikes. ... Copied to Clipboard!
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Butterfiles 07/01/17 4:57:01 PM #9: |
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Broseph_Stalin 07/01/17 5:06:23 PM #10: |
NathanX95 posted...
I'm not very knowledgeable on this, so what exactly does this exactly mean and how does it change the gameplay? You ever hide behind a corner in an FPS game to dodge an enemy and get hit anyway? Like the bullets went through the wall or something? That's because of tick rate. Your hardware is producing x amount of frames per second, your TV/monitor can show x amount of frames per second and the server you are playing on is updating the game state x amount of times per second (tick rate). When one is lower/higher than the others you start having problems. The server, updating at a lower rate than you're producing frames, doesn't catch you hiding behind that wall just in time. This is why high FPS, refresh rate, and tick rate are so important in competitive games. ... Copied to Clipboard!
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Complete_Idi0t 07/01/17 5:08:57 PM #11: |
But doesnt it take like a million seconds for the internet to get from your house to the guy you're playing against in Russia anyway
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MutantJohn 07/01/17 5:10:16 PM #12: |
I don't think display rate is related to the frequency of the game loop
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Broseph_Stalin 07/01/17 5:28:41 PM #13: |
Complete_Idi0t posted...
But doesnt it take like a million seconds for the internet to get from your house to the guy you're playing against in Russia anyway Only if the game uses P2P networking (which is terrible I think only consoles use it these days) and you're somehow connected to a game he's hosting. ... Copied to Clipboard!
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