Overwatch Game Director Says Tick Rate Complaints Due to a "General Misunderstanding"

SnakeCL

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Apr 8, 2008
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Solkard said:
So the thing they're complaining that they want, is already in the game, but they're just not using it? Yeah, sounds like the internet.
Actually, the feature that people want is in-game, as other posters have stated, but its in a non competitive game mode. The kicker though, is that the feature, as is, currently doesn't work and crashes the game. So the reason they don't have a lot of data on the tick rate feature is because it doesn't work correctly, and they haven't fixed it.

Basically Blizzard released a broken feature, nobody used it because its broken and crashes the custom server, and Blizzard claims that clearly nobody uses the feature so its not important.
 

Jadwick

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Jan 4, 2013
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Surely the client update rate is how many times per second the server SENDS data to the client, not whether or not the client accepts it.

Furthermore, I'm with Mr. Kaplan all the way on this:
Most multiplayer games use a tick rate that is lower than the screen refresh.

Also, some one mentioned this earlier, but doubtless the server's have an "unlagged" feature to calculate for lag and clients use prediction - they mention that in their video. It's been this way since multiplayer games moved away from peer-to-peer lockstep in the Quake era.

If you increase the tick rate from ~20Hz to ~60Hz you are also nearly tripling the data you have to up, and further saturating your network.

So until the entire world is wired up with super-ultra-mega-fast internet and we all have 0 ping to every server everywhere this is just how things are.

If anyone is REALLY interested in this stuff check out this Quake3 network model write up: http://fabiensanglard.net/quake3/network.php
 

Pinky's Brain

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Jadwick said:
Also, some one mentioned this earlier, but doubtless the server's have an "unlagged" feature to calculate for lag and clients use prediction - they mention that in their video. It's been this way since multiplayer games moved away from peer-to-peer lockstep in the Quake era.
There was client prediction before we lost the single authoritative world view, during the golden Quakeworld era when LPBs ruled the world.

LPBs were not shot long after passing a corner in QW, because their world view was close to the server world view, which provided an authoritative monotonic timeline of events. Only during the HL era causality and determinism was sacrificed so laggers could be less disadvantaged. Now it's just a giant janky mess.