4 ms·
60hz even is low today by competitive standards for FPS games. 128 is nice, it should be a minimum.
by sgtmas2006 8y ago
60hz even is low today by competitive standards for FPS games. 128 is nice, it should be a minimum.
- hesdeadjim 8y agoOften it’s only on LAN games for tourneys where the tick rate is that high. With internet latency or bandwidth requirements at that rate you are going to start dropping more and more packets and suffer from potentially more client side mispredictions.
- gsich 8y agoPacket loss is usually very low. 1% and the game will most likely be unplayable.
- Dylan16807 8y agoSending twice as many packets and losing 1% of them should be playable.
- gsich 8y agoMaybe if you send some packets twice. Otherwise no. Packet loss is deadly.
- Dylan16807 8y agoI would go so far as to say that netcode for an FPS is objectively wrong if it's not sending data in a redundant form that can tolerate lost packets.
- gsich 8y agoTolerate yes, but it will still have an impact. In case of an online shooter, resending it will cost an additional RTT. If that resend is even happening, the next packet will make the dropped one obsolete.
- Dylan16807 8y agoResends in an FPS are for dire scenarios, not 1% loss. 1% packet loss can be easily obsoleted and compensated, and the general performance of having 126/128 packets can be better than 60/60.
- sgtmas2006 8y agoIt's not frequent that I experience much loss when playing 128t servers. Mostly zero, very occasionally 1%. I wouldn't be paying monthly for it if I knew it to happen frequently. My biggest gripe with ESEA is that I cannot have Hyper-V enabled on the OS that I am playing from.
- bufferoverflow 8y agoI don't think there's a regular FPS game that does 60Hz. That's usually reserved for the private servers, tournaments. This guy does a lot of game network analysis of the most popular FPS games: https://www.youtube.com/user/xFPxAUTh0r1ty/videos https://www.youtube.com/user/xFPxAUTh0r1ty/videos
- sgtmas2006 8y agoMost games are 60+t these days, the outliers being PUBG and Fortnite. Competitive CS:GO is the major one pushing 128t, and it's very noticeable at high levels of play. I have lost many firefights due to the weird interp that R6: Siege has, that simply don't exist at 128 CS fights. TF2 has this issue where people can change their interp in a certain fashion that allowed hitscan guns to have a broader headshot range. I'm not sure if it still has it, I haven't played TF2 competitively since 2012. Looking at R6, nothing ever seems to line up properly between two clients for pixel-peeking, fast swings, or slow peeks alike. Something feels off about it compared to other shooters, but I can't pinpoint it. It feels like it's interp as it mimics the issues other games had related to interp. For reference, I don't want to seem like some random person who just does badly and blames it on networking mechanics, I'm diamond in siege, A+ in ESEA and global in mm, held top 10 on the leaderboard in PUBG. (It also does feel nice to be able to say that sometimes, even on a technical site like this.) I've seen his videos a lot. Also Escape from Tarkov, if you see in his videos he has listed at 93hz. In reality, the game has horrible issues that cause clients to experience desync, allowing delays nearing 1 SECOND in reality. Tarkov used to have an issue where if you repeatedly opened and closed specific doors on some maps, it would create desync that was ever-growing. You could sometimes end up dying 5 minutes in the 'future,' while your client is 5 minutes out of date. It doesn't happen anymore thankfully. The game is plagued with other issues though.
- Aengeuad 8y agoI think you mean 128Hz as most games have settled on around 60Hz for any sort of competitive FPS game play. As per the person you linked, Rainbow 6 Siege, Battlefield 1(and 4/Hardline, presumably), CS:GO, Overwatch, CoD: WW2, and Quake Champions are all at least 60Hz for the client and server, while Quake Champions is 144Hz for the client. The only game I can think that uses 128Hz for both the client and server is dedicated servers or private matchmaking clients for CS:GO, and the game using less than 60Hz for the server are usually smaller games or battle royale games like PUBG and Fortnite.