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Edited by SeawolfManiac: 6/13/2017 2:24:53 PM
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I never understood how your systems fps and the networks tic-rate affected PC gameplay. How would a 30hz tic-rate affect a game at uncapped fps? Care to explain please?
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  • Edited by ninemil: 6/13/2017 3:40:29 PM
    A very, very simplified explanation: Tickrate - how up-to-date your console's knowledge of other players is, (along with the status of ammo crates, items, etc.) More tick = more accuracy. FPS - how often your console updates your screen with new information, to pass that knowledge on to you. More FPS = the faster you get to know what your console does. If tickrate is higher than FPS, then every tick over the framecap is wasted information - your console can't tell you it. If tickrate is lower than FPS, then every frame over the tickrate is an educated guess. Usually, the ideal situation is for the tickrate to be the same as the framerate.* That way money isn't wasted transferring data that isn't used, and frames aren't drawn that aren't accurate, (meaning you can make the game prettier instead.) In Destiny 1, you received a fresh tick for each frame, so you always had as up-to-date a representation your connection latency would allow. However, in Destiny 2 on PC, you might be getting 144 FPS, but still only 30 tick. Which means for 114 frames each second, the game is going to have to make an educated guess about where the opponent should be, relative to where they were in the last tick it received. That's all fine and dandy when everyone moves in a straight line without stopping, (because equations,) but as you know from playing, it's very rare for an opponent not to try and dodge in a firefight. When the enemy can reverse direction on a dime, making educated guesses is often a bad thing. Very few games in this day and age run as low a tick as 30. When you start talking about games that have no aim assist, because they use a mouse and keyboard, even less do. When Overwatch launched with 20 tick in, (data coming to you from the server,) the competitive scene laughed their arses off, and told Blizzard to get f*cked. Blizzard promptly changed it. Quake Champions, for example, will be running with 120Hz tick, which is considered pretty reasonable. Either way, there is almost no point having more FPS than ticks, unless you have an incredibly accurate prediction model, with incredibly predictable player movement. Destiny has neither, and to make matters worse, hit resolution will now be conducted by a server, which means you'll have to lead your shots as well. *This isn't always true, depending on the number of frames rendered in advance and the network prediction model being used, but in this very simplistic explanation, it's sufficient.

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  • awesome . knowledge . but also you for got that faster fps helps on the eyes less blur on the screen also, so you do not need to slow down your monitor or tv hardware settings. with the right refresh rate .

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  • No, I didn't. I chose to omit it, along with a billion other things, such as the upstream tick and player input, to make the explanation relevant and understandable. Please, you're really not contributing anything useful. But I get it - you like hardware too. That's cool ^^ Thanks.

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  • Edited by SeawolfManiac: 6/13/2017 3:49:27 PM
    So would that make a 144hz monitor pointless for let's say competitive games if the tic-rate is 30 to 60 as most of the frames would be guesses and could possibly be Incorrect?

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  • Edited by ninemil: 6/13/2017 3:59:01 PM
    Very simplistically, yes, it would. But that does depend greatly on the game in question, the freedom of movement the player has, and technical aspects, such as the network and renderer setup. Some games can get away with it, because lots of frames are drawn in advance, everyone moves like a snail, turns like a tank, and can only use hitscan weapons with no travel time to target. Destiny isn't one of those games ;) But yeah, a tickrate of 60 is definitely unacceptable for anything other than 60fps capped games. A tickrate of 30, as I mentioned in the OP, is something circa 1999. (When a tickrate of 30 was standard, it was because the modems in use at the time couldn't physically send much more without lagging themselves out.)

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  • [quote]But yeah, a tickrate of 60 is definitely unacceptable for anything other than 60fps capped games. A tickrate of 30, as I mentioned in the OP, is something circa 1999. (When a tickrate of 30 was standard, it was because the modems in use at the time couldn't physically send much more without lagging themselves out.)[/quote] A good example of this is Battlezone II. Even in the early 2000s bullets were more consistent than my experience in Destiny. I can confidently say that the difference in experience is because of tick rate.

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  • Edited by MindfulPizza: 6/13/2017 3:10:15 PM
    video lag , if you had no lag , but refreshed on your side slower then other persons monitor., then your standing as a candy pole. while your monitor refreshes. but you are seeing on your screen your moving. but your monitor lag on the other side your not moving , since there faster then you are not moving. one reason people get confused on standby lag and video lag.

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  • Refresh rate and tickrate aren't the same thing. You've gotten yourself confused - I'm talking about network updates, not monitor updates.

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