3 ms·
I 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, Battl
by Aengeuad 8y ago
I 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.