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Tick rate optimization idea


forevermasteryi
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I heard that the tick rate may effected by player number, so street need server upgrades and all that. 

My understand on this situation is that. 

  • All tick rate per player is static , so the tick rate needed per server rises according to player count.
  • Tick rate seems to matter more in close to middle combat. 

So, why not just lower player tick rate in these circumstances

  • There are no AI/player within the distance, say 500mm.
  • Player scope didn't catch any AI/player if above 1000mm.

Which in return direct those available tick rate to player that are in exactly the opposite situation.

 

Yes the over all tick rate of server won't magically increased but, some needed player experience may increase and some who don't need those tick rate may donate it. 

Or its already been done, I'm just saying. 

 

Edited by forevermasteryi
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vor 5 Stunden schrieb forevermasteryi:

So, why not just lower player tick rate in these circumstances

  • There are no AI/player within the distance, say 500mm.
  • Player scope didn't catch any AI/player if above 1000mm.

500mm and 1000mm are considered dangerously close melee distance. That is not appropriate for a game that makes use of firearms.

Jokes aside. The tick rate of the servers is around 60hz, maybe even higher. Nikita mentioned that in a stream. It actually is pretty high and good enough for an FPS game. Bad hitreg in this game originates from its netcode being a dumpster fire.

Unity20 is supposed to solve this.

Robert Downey Jr Shrug GIF by MOODMAN

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