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Tickrate?
Posted: Wed Feb 19, 2014 6:35 pm
by faddn
Will we be able to up the tickrate when venice is released?
Re: Tickrate?
Posted: Wed Feb 19, 2014 6:38 pm
by MAGIC
Afaik NoFate doesn't change those values, so I guess it's the same as in the org. game
Re: Tickrate?
Posted: Wed Feb 19, 2014 6:40 pm
by faddn
MAGIC wrote:Afaik NoFate doesn't change those values, so I guess it's the same as in the org. game
I understand that he will keep it as it is now, but settings maybe?
Re: Tickrate?
Posted: Wed Feb 19, 2014 7:03 pm
by RobbingHood
No, that's currently not possible/planned.
Re: Tickrate?
Posted: Wed Feb 19, 2014 7:50 pm
by furiousTaher
what bf3 and bf4 tickrate? in CS its 66
Re: Tickrate?
Posted: Wed Feb 19, 2014 7:56 pm
by NoFaTe
Currently, for both BF3 and BF4, the simulation tick rate value is locked to 30 ticks per second.
Changing it will however result to some unpleasant effects (even if it's also changed on the client-side).
For instance, player input will start becoming unresponsive, vehicles will start rubberbanding, several area triggers (eg. Capture Points) will not be able to properly detect the capturing players, fire-rates will become unstable, time of certain timers (eg. out-of-bounds) will be scaled down based on the new sim rate, etc.
I was looking into a way to hotfix some of these issues, however the game timing system appears to be span out across the entire engine, with dependencies upon dependencies, making it rather hard to achieve.
Re: Tickrate?
Posted: Wed Feb 19, 2014 9:37 pm
by faddn
NoFaTe wrote:Currently, for both BF3 and BF4, the simulation tick rate value is locked to 30 ticks per second.
Changing it will however result to some unpleasant effects (even if it's also changed on the client-side).
For instance, player input will start becoming unresponsive, vehicles will start rubberbanding, several area triggers (eg. Capture Points) will not be able to properly detect the capturing players, fire-rates will become unstable, time of certain timers (eg. out-of-bounds) will be scaled down based on the new sim rate, etc.
I was looking into a way to hotfix some of these issues, however the game timing system appears to be span out across the entire engine, with dependencies upon dependencies, making it rather hard to achieve.
Thank you for answering.
I'm not expert, but it seems to be shortcuts DICE have made that makes it really difficult to patch these games.
Did actually read just now that you/kiwidog allready had explained this to infinite.loop back at MHQ.
Re: Tickrate?
Posted: Wed Feb 19, 2014 10:22 pm
by NoFaTe
I should also note that the data tick rate fluctuates from 10 - 20 ticks per second, however movement updates seem to be locked at 10/s.