#Ping
19 messages · Page 1 of 1 (latest)
- There will be at least EU server
- Server has 10 tics/sec freq so 100-150ms is ok as far as I understood tech side
unfortunately, at the moment on European servers the ping is reduced to 450
При заходе пинг 78 например показывает...а в игре 160-380 ))
You are bad at tech
Than post your info.
Ping depends how far you are from server and for other players ping is adjusted (rising if some player very far away)
And servers connected to china servers which serve as gate
I see.. So your tech is much worse
🤡
See you saying later FPS low because of server tick
I'm not dumb, sorry
Yes you are, because tick rate not affect ping to the server, otherwise games would be not playable
Do you know difference between tick and FPS?
Tick rate as nothing to do with ping. Tick determines how often a server communicates with its clients.
Ping is the time it takes for the client and server to communicate.
Two very different concepts
You don't even get i said this because of your tick rate statement, because both of this is same dumb.Most of online games have low tick rate servers
Not accurate. Tick is how frequently server granulate time.
FPS - how frequently client renders image.
Ping - is how many time it gets to send any data from client to server (and back again at it's origin)
They are totally separated.
So TPS (Tick Per Second), Ping and FPS are different and dosn't influence to each other in normal cases (They are if programmers are dumb but you can't predict it)
Depends on what you mean by tick rate as we are taking about ping I would assume netTickRate and not serverTickRate.
Like you said a server tick rate is how often the server updates the gamestate of the server but a netTickRate is how often it can send updates to its clients. And the net tick rate only really needs to be high if the came is fast passed to ensue fast actions are synchronized correctly although ping plays a part here on how effective that synchronization is going to be.
But over all the main concern is ping for eastern EU which will likely be 70 ish but knowing this game that will translate to about 150. For some reason they add some latency onto their game state checks no idea why but has been tested.
Yea, but if batches are only read every 100ms, than anything up to 200 ping is gonna be pretty irrelevant.
netTickRate... It's hard to tell that UE4 have such thing... netTickRate assumes that you transfer all game state at one time. UE4 dosn't do it. Instead of you could set update rate per instance. I.E.: Player's geom could be updated 60 times per second, but animal geometry will update every 30 times per second or even 10 if it's far. This is wise because you don't need to update everything at the same time. Futhermore: this is bad practice because your network usage will be spiky and you could hit upper limit on you bandwidth with that spikes (either server one or client one)
Didnt they say, with new launch we will have real eu servers being in europe? With region locked based on steam account...