F5F Stay Refreshed Software PC Gaming BF4 now supports tick rates of 60, 120, and 144 hertz!

BF4 now supports tick rates of 60, 120, and 144 hertz!

BF4 now supports tick rates of 60, 120, and 144 hertz!

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maxdu632
Member
210
08-26-2023, 11:49 PM
#11
It was almost 30 ticks before. Fools attempted to create 60 tick cones in the area you indicated. They eventually succeeded.
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maxdu632
08-26-2023, 11:49 PM #11

It was almost 30 ticks before. Fools attempted to create 60 tick cones in the area you indicated. They eventually succeeded.

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IAMLeonox
Member
163
08-29-2023, 11:50 PM
#12
Hit detection delays have consistently been a major issue in BF4 since its release. A 30 Hz update rate is far too slow for a fast-paced shooter.
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IAMLeonox
08-29-2023, 11:50 PM #12

Hit detection delays have consistently been a major issue in BF4 since its release. A 30 Hz update rate is far too slow for a fast-paced shooter.

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Hiduok
Member
65
08-30-2023, 07:42 AM
#13
I was thinking about replying, but it looks clear he doesn’t play BF4. If he did, everyone would be aware of the bad hitreg, which is well-known among players who keep playing—how it’s been, the updates made, and what people talk about on forums and YouTube. 30hz Vanilla wasn’t introduced that long ago... before that, it was much worse... 60hz is actually great.
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Hiduok
08-30-2023, 07:42 AM #13

I was thinking about replying, but it looks clear he doesn’t play BF4. If he did, everyone would be aware of the bad hitreg, which is well-known among players who keep playing—how it’s been, the updates made, and what people talk about on forums and YouTube. 30hz Vanilla wasn’t introduced that long ago... before that, it was much worse... 60hz is actually great.

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Popesoap
Junior Member
41
08-30-2023, 08:00 AM
#14
The tickrate and monitor timing don't match, even when they seem identical. Imagine rendering at 60 frames per second with VSync enabled. If your tickrate is 60 ticks per second, you might experience a delay where ticks occur about 1 millisecond after the previous frame is displayed. This creates a gap of roughly 15.6 milliseconds between server updates and the next frame. If the server ran at 120 ticks and a tick occurred 1ms after the last frame, the next tick would be around 9.3ms after the previous frame—resulting in a lag of about 7.3ms.
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Popesoap
08-30-2023, 08:00 AM #14

The tickrate and monitor timing don't match, even when they seem identical. Imagine rendering at 60 frames per second with VSync enabled. If your tickrate is 60 ticks per second, you might experience a delay where ticks occur about 1 millisecond after the previous frame is displayed. This creates a gap of roughly 15.6 milliseconds between server updates and the next frame. If the server ran at 120 ticks and a tick occurred 1ms after the last frame, the next tick would be around 9.3ms after the previous frame—resulting in a lag of about 7.3ms.

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dwarf9668
Member
110
08-30-2023, 05:22 PM
#15
I already know the time spent waiting on the server to look back in time to determine if you got hit or not would be halved when going from 64 to 128 tick. This does not fix the problem where person1 has a 144hz monitor and sees person2 peek up from cover while on person1's monitor he/she will be able to notice person2's head and fire at him before person2's monitor outputs a frame (or multiple frames at once). Even having a higher tick rate that your monitors refresh rate could be worse for people because everyone will be updated at the same rate, although the rate at which this information is displayed to their respective users is different. Meaning someone with a slower refresh rate monitor will possibly skip information given to them, or display it all in a mangled mess (like screen tearing). Thus giving people with thousand dollar computers and high refresh rate monitors a better chance of not being killed IF someone is playing with a high refresh rate monitor on a high tick rate server against someone who has a slower refresh rate monitor on the same high tick rate server.
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dwarf9668
08-30-2023, 05:22 PM #15

I already know the time spent waiting on the server to look back in time to determine if you got hit or not would be halved when going from 64 to 128 tick. This does not fix the problem where person1 has a 144hz monitor and sees person2 peek up from cover while on person1's monitor he/she will be able to notice person2's head and fire at him before person2's monitor outputs a frame (or multiple frames at once). Even having a higher tick rate that your monitors refresh rate could be worse for people because everyone will be updated at the same rate, although the rate at which this information is displayed to their respective users is different. Meaning someone with a slower refresh rate monitor will possibly skip information given to them, or display it all in a mangled mess (like screen tearing). Thus giving people with thousand dollar computers and high refresh rate monitors a better chance of not being killed IF someone is playing with a high refresh rate monitor on a high tick rate server against someone who has a slower refresh rate monitor on the same high tick rate server.

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kervinc
Posting Freak
804
09-01-2023, 10:41 AM
#16
No, the tick rate event did not occur today.
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kervinc
09-01-2023, 10:41 AM #16

No, the tick rate event did not occur today.

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YawHeHe
Junior Member
30
09-12-2023, 09:08 AM
#17
Battlefield 4's netcode isn't great, which is why some people pointed out the low tickrate—around 10Hz at one point. Nowadays, discussions focus more on higher tickrates, even though the current 30Hz is acceptable. Besides that, there are problems with packet loss, data handling, and prioritization, plus Frostbite 3's latency remains a concern.
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YawHeHe
09-12-2023, 09:08 AM #17

Battlefield 4's netcode isn't great, which is why some people pointed out the low tickrate—around 10Hz at one point. Nowadays, discussions focus more on higher tickrates, even though the current 30Hz is acceptable. Besides that, there are problems with packet loss, data handling, and prioritization, plus Frostbite 3's latency remains a concern.

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ScaryPing
Junior Member
4
09-13-2023, 02:35 AM
#18
wait wat?
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ScaryPing
09-13-2023, 02:35 AM #18

wait wat?

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Sky05
Junior Member
30
09-14-2023, 02:39 PM
#19
Origin's testing program for the game
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Sky05
09-14-2023, 02:39 PM #19

Origin's testing program for the game

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