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BF4 can now play at 60/120/144hz tickrate!

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is the tickrate really measured in herz?

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inb4 people talking about 144 tick > 60 tick, on 60hz monitors

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MAX TICK RATE SERVERS LET'S GO BOYS

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inb4 people talking about 144 tick > 60 tick, on 60hz monitors

It actually makes a difference. A big one. A fucking MASSIVE one.

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inb4 people talking about 144 tick > 60 tick, on 60hz monitors

Techincally speaking those people are right, there is less input lag even on 60Hz monitors because these ticks arent in sync with the monitor.

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LOL what does Battlefield need this for? i could understand if the news was CSGO got 144hz tick upgrade in MM... now THAT is NEWS!

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It actually makes a difference. A big one. A fucking MASSIVE one.

 

So you have a high refresh rate monitor?

Technically speaking those people are right, there is less input lag even on 60Hz monitors because these ticks arent in sync with the monitor.

Technically you do not see any advantage to having a higher tick rate than your monitors refresh rate. You literally can not see any difference.

http://lmgtfy.com/?q=server+tickrate+monitor+refresh+rate

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Even still, using 60hzTick compared to the previous lower values, IS a HUGE improvement to the feel of the game...

 

People are so quick to burst everyones bubble....

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Even still, using 60hz compared to the previous lower values, IS an improvement..

 

People are so quick to burst everyones bubble....

Yes, it was BARELY 30 tick before. Idiots tried to make 60 tick cones around where you were pointing/firing. Finally they got it right...

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LOL what does Battlefield need this for? i could understand if the news was CSGO got 144hz tick upgrade in MM... now THAT is NEWS!

 

Hit detection latency has been a big, well-documented problem in BF4 since launch. A 30 Hz tickrate is rather inexcusable in a competitive shooter.

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Hit detection latency has been a big, well-documented problem in BF4 since launch. A 30 Hz tickrate is rather inexcusable in a competitive shooter.

I was going to respond to him too, but it seems pretty obvious he does NOT play BF4, if he did, the bad hitreg is on everyones mind, this is common knowledge for pretty much all players who have kept playing (how bad it's been, the changes made) and the discussions had on forums and youtube info.

30hz Vanilla wasn't even intro'd that long ago...before that, it was way worse,... 60hz is bloody brilliant.

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So you have a high refresh rate monitor?

Technically you do not see any advantage to having a higher tick rate than your monitors refresh rate. You literally can not see any difference.

http://lmgtfy.com/?q=server+tickrate+monitor+refresh+rate

Ok let me try to explain it:

The tickrate and monitor are not in sync, even if they are the same.

 

 

Say you were running 60FPS (60Hz with vsync) and the tickrate is 60.

You may be unlucky and the ticks happen 1ms after the previous frame got rendered.

So you have 16.6 - 1 = 15.6ms lag between the server update and the next frame.

 

If the server were running at 120 ticks and there would be a tick at 1ms after the last frame then there would also be a tick 1 + 1000/120 = 9.3ms after the last frame (but before the new frame).

This means the lag is 16.6 - 9.3 = 7.3ms lag.

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Ok let me try to explain it:

The tickrate and monitor are not in sync, even if they are the same.

 

 

Say you were running 60FPS (60Hz with vsync) and the tickrate is 60.

You may be unlucky and the ticks happen 1ms after the previous frame got rendered.

So you have 16.6 - 1 = 15.6ms lag between the server update and the next frame.

 

If the server were running at 120 ticks and there would be a tick at 1ms after the last frame then there would also be a tick 1 + 1000/120 = 9.3ms after the last frame (but before the new frame).

This means the lag is 16.6 - 9.3 = 7.3ms lag.

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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Did this tick rate thing happen today ?

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LOL what does Battlefield need this for? i could understand if the news was CSGO got 144hz tick upgrade in MM... now THAT is NEWS!

 

Because Battlefield 4 has subpar (to put it politely) netcode... and at one point someone explained how the tickrate was super low. At that point in time i believe the tickrate was 10Hz, which IS too low... however now people never shut up about higher tickrates thanks to that video, even though the netcode problems we have now come from things other than the tickrate (which is now 30Hz, which is fine). There's issues with packet loss, data collection and prioritization, and the Frostbite 3 engine itself has quite high latency.

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