Tickrate.
ShEp
Join Date: 2010-07-20 Member: 72597Members
Hi !
First of all I would just like to say thank you for making this game, and congrats on the latest builds, it's amazing how far the game has come !
I did have a question though, which is also a pretty big concern of mine, about tickrate. Just to be clear, I am <b>NOT</b> talking about current server-side performance.
I remember reading that the updaterate/tickrate in ns2 will be 30 - why so low ? I played competitive Left 4 Dead (if there is such a thing) for a while, and I can tell you one of the major beefs competitive players had with the game from a competitive standpoint was the not-so-accurate hit-registration and the terrible melee registration. Meleeing special infected felt very random and down to luck for a lot of people !
As years go by games seem to go for lower and lower tickrates (101 in HL games, 66 in early source games, 30 in left 4 dead...), which makes hit-registration inaccurate, or results in weird situations where lag compensation plays too big of a role (dying when you're already around the corner on your screen ?).
Hopefully you can tell me more about this, and apologize if I've gotten it all wrong !
Alex.
First of all I would just like to say thank you for making this game, and congrats on the latest builds, it's amazing how far the game has come !
I did have a question though, which is also a pretty big concern of mine, about tickrate. Just to be clear, I am <b>NOT</b> talking about current server-side performance.
I remember reading that the updaterate/tickrate in ns2 will be 30 - why so low ? I played competitive Left 4 Dead (if there is such a thing) for a while, and I can tell you one of the major beefs competitive players had with the game from a competitive standpoint was the not-so-accurate hit-registration and the terrible melee registration. Meleeing special infected felt very random and down to luck for a lot of people !
As years go by games seem to go for lower and lower tickrates (101 in HL games, 66 in early source games, 30 in left 4 dead...), which makes hit-registration inaccurate, or results in weird situations where lag compensation plays too big of a role (dying when you're already around the corner on your screen ?).
Hopefully you can tell me more about this, and apologize if I've gotten it all wrong !
Alex.
Comments
I think the technical terms are 30 tick / 300 FPS max and 60 tick / 600FPS at a rough estimate. It's always confused me why tickrate 100(/1000) is needed.
And do we really need a second thread for this?
I understand higher tickrate means more resources, but it would be great if server owners had the option to make it higher (to a limited extent) if they have the hardware to support it.
Thanx for the answers !
I understand higher tickrate means more resources, but it would be great if server owners had the option to make it higher (to a limited extent) if they have the hardware to support it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Because server goes ###### up with more than 15-20 players at target tickrate 30. None of the games that have a lot stuff happening run at target tickrate higher than 30.
It's sort of on the first page and has been all day, titled "Server tickrate".
Like which games?
Battlefield BC2, ARMA2, Crysis, anything that runs on UE3, anything that runs on Source.
I can't speak for the other ones, but the Source server is single threaded. There's some minor stuff that goes on in alternate threads, but it's not really enough to consider the server multithreaded.
Though at this point I think most server-operators would settle for a stable server that is able to keep running for 48+ hours without running into issues (low tickrate\memory-leaks\ghosts and whatnot).