4 ms·
I 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 anal
by bufferoverflow 8y ago
I 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 You could sometimes end up dying 5 minutes in the 'future,' while your client is 5 minutes out of date.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.
- lathiat 8y agoMeanwhile the batte Royale games are throwing that all out the window. Epics engine is struggling to maintain 20Hz on both PUBG and Fortnite though seems they are making advancements.
- sgtmas2006 8y agoCS:GO ESEA or FACEIT are always 128t. While in CS you don't see a lot of the issues at 60t, you do find them occasionally in high level play. I wonder if the same is true for R6: Siege, in which I feel interp is the cause of a lot of my deaths. The desync in Siege is absolutely insane, and I've lost many fights that were round or game changing to it at diamond. Even PUBG feels more responsive at 20t (the same tickrate as Minecraft, I like to note.) other than the occasional fight that ends when you kill someone as a bullet hits you, registering the blood splatter for you while you take no damage.