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[Official] Battlefield 4 Information & Discussion Thread - Page 1671

post #16701 of 29738
I still love bc2 as well, that was the only reason why I bought bf4.
post #16702 of 29738
BC2 was a lot of fun. I'm just stating how people acted when it first came out compared to now.
post #16703 of 29738
So it seems Nvidia has no desire to improve SLI in BF4 with the most recent drivers or DICE is not willing to provide info they may need to do so in order to help AMD sales. Who knows with these companies these days and the shady crap they do. I am just hoping when I switch to win 8 it will improve things finally. All I know is BF4 has big issues with netcode and hit boxes. All the videos surfacing showing the proof says it is not the players imagination.
post #16704 of 29738
Quote:
Originally Posted by Topgearfan View Post

So it seems Nvidia has no desire to improve SLI in BF4 with the most recent drivers or DICE is not willing to provide info they may need to do so in order to help AMD sales. Who knows with these companies these days and the shady crap they do. I am just hoping when I switch to win 8 it will improve things finally. All I know is BF4 has big issues with netcode and hit boxes. All the videos surfacing showing the proof says it is not the players imagination.

What SLI issues are you having?
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post #16705 of 29738
I get flickering in the beginning of the first match I play but after that I have no issues at all.
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post #16706 of 29738
Quote:
Originally Posted by dmasteR View Post

CS:GO has 128. Counter Strike Source has 66, and CS 1.6 has 100.

Tickrate in BF4 needs to be drastically increased.
The resource for a BF4 server is ridiculously low compared to a CS server.

16 player Server in CS:GO 128 tick is about the equivalent in resource to roughly a 48 player server.
As best I can tell most FPS (on the server side) scale linear with number of players (providers just charge double the amount for double the number of players), and they're primarily charging for resource use (CPU and network bandwidth)? Seems true for BF and CS:GO and practically all others?

If a 16 player CS:GO is equivalent resource to 48 player BF4, 48 player BF4 should be £12 p/m. It's around £38 - that's triple the price.

"Yeah, we'll just charge three times the price, bung a bit extra back to the providers to keep there mouths shut and the idiots will never know - like taking money from a baby"

It's certainly possible, how was the resource comparison carried out though? What was measured exactly? Can you link me to it?
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post #16707 of 29738
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post #16708 of 29738
Quote:
Originally Posted by Darren9 View Post

As best I can tell most FPS (on the server side) scale linear with number of players (providers just charge double the amount for double the number of players), and they're primarily charging for resource use (CPU and network bandwidth)? Seems true for BF and CS:GO and practically all others?

If a 16 player CS:GO is equivalent resource to 48 player BF4, 48 player BF4 should be £12 p/m. It's around £38 - that's triple the price.

"Yeah, we'll just charge three times the price, bung a bit extra back to the providers to keep there mouths shut and the idiots will never know - like taking money from a baby"

It's certainly possible, how was the resource comparison carried out though? What was measured exactly? Can you link me to it?

Can't provide the information to the public. The information comes from a very good friend of mine that works for a well known server company.

You could ask a GameServer Moderator here on OCN, they might provide you with the information. Comparing prices to the resource used doesn't exactly work, there's quite a few things you also need to factor in.

For example a very popular Game Server Host "GameServers" http://www.gameservers.com/game_servers/

They provide Quake 3 servers for .79 cents a slot. Where as Call of Duty 4 is also .79 cents a slot, but CoD4 uses much more resource for a server than Quake 3 does.

DICE/EA do not control the prices of the servers, GSP's do. wink.gif
Edited by dmasteR - 1/7/14 at 10:56pm
^_^
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post #16709 of 29738
Quote:
Originally Posted by dmasteR View Post

Can't provide the information to the public. The information comes from a very good friend of mine that works for a well known server company.

You could ask a GameServer Moderator here on OCN, they might provide you with the information. Comparing prices to the resource used doesn't exactly work, there's quite a few things you also need to factor in.

For example a very popular Game Server Host "GameServers" http://www.gameservers.com/game_servers/

They provide Quake 3 servers for .79 cents a slot. Where as Call of Duty 4 is also .79 cents a slot, but CoD4 uses much more resource for a server than Quake 3 does.

DICE/EA do not control the prices of the servers, GSP's do. wink.gif
I think I remember COD4 at £1 a slot ($1.70) on release? Did we have a better dollar rate back then? 2142 was the same? So It's more than halved in price, was it the same for Quake3? All the COD's 1 through to WAW, same bargain basement 50p/slot, all the BF's 1942 through to BFBC2, same bargain basement 50p/slot. Once they've passed a certain age/popularity they seem to attain the certain "bargain basement rate". I'm not sure these what, 5 to 12 year old games reflect actual server resource at all any more, they're just too outdated for inclusion?

The apparent GSP price fixing does interest me though, I've got my new multi-CPU server, I can run either a certain number of 16 man CS:GO and get x*£12, or same number of 48 man BF4 and get x*£38, or better still run the same number of BF4, undercut the £38 still make huge profit and corner the market. Why would you even want to host CS:GO, and what stops the undercuts to attain market share?
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post #16710 of 29738
Really proud of my friend biggrin.gif he is pulling 500+ viewers today on BF4 streaming smile.gif
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