by mintek » Wed Mar 27, 2013 4:01 pm
It seems some people are not understanding tick rates at all and these pictures certainly dont help. The pictures are poorly done, tick rate doesent make you able to hit that huge wave you see on the screenshots you clowns. Tickrate is simple, its the equivalent of FPS for the server or the HZ of a monitor, its the frequency at which the server will update its information over a second. Essentially the picture doesent reflect anything of reality, no one walk across deck in a frame and make 500 refresh of location across the map. There is no negative effect done to a server by running the highest possible tick rates in theory. Its dependant on engines and to alot of things, also dependant on the machine and well the playersl.
Tick rate does not make shot easier, infact it makes them harder, or more accurate(which can translate in easier if you actually aim at your target). 100 tick rate, every second the server will update 100 times per second. It will update players location, which means that if you are in good sync with the server, you are more likely to hit the target, because you will have a more updated location of where your target is, in that 1/100th of a second.
Again these screenshot are for all purpose absolutly useless if you dont understand what you are looking at. Look at the final one, this is more then 1 second, this is literally 3-5 seconds of movements ingame. What the screenshot show you is that the server updated the player location 300-500 times during that time. It doesent mean you can hit every refresh of the players you see in the screen shot. All it means is that if you shot every single players you see in the screen shot in those frames, at the time they were there it would be a hit. Take note AT THE TIME they were there, not before, not after. <===.
Now lets look at screenshot 1, that movement was less then a second(a little less then 1/3 of a second) and the screenshot shows 11 refresh of the model in movement. What this mean is that since the refresh is this much slower, if you shot the player while he was between where his current crosshair is, between frame 6 and 7, it would be a miss, even if for all you could see the target was there. It doesent mean that you can hit every player on the screen shot. What it means is that for the server between frame 6 and 7 of that 35 tick per second, the server has no idea what was going on. It will not know what is going on and you will miss.
In theory the more tick rate the more accurate anything ingame will be. Theres limitations to the engine, hardware and internet. It doesent make things easier, unless you somehow come to the conclusion that missing enemy mid movement on your screen because the server was not yet in sync is skills. 35 tickrate is not unplayable, its just less accurate, the game was build to counter that with big hit box and gun that are pretty easy to use, meaning that the hitbox cover more ground and takes longer to move out of the way from frames to frames, higher tick rate hit box will move out of the way at the same speed, but smoother across more frames. The lower thick rate can still make you miss despite these compensation made by epic game. Higher tickrate simply make the movement of the hit box more smooth across frames, meaning that you are more likely to hit your target, when you are supposed to. Also note the quicker the movements are, the more important higher tick rate becomes. Say you are using a jump pad, the extra speed will strech picture 1 into even bigger arc but still keep those 11 refresh, meaning you are more likely to miss the player at increased speed, because its all time based.
PS: for 10 years clowns keep posting those screenshot and go, damn dude look at 100 tick rates, i can shoot anywhere in deck and frag the guy. Fucking clowns i tell you.