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[AS] Overwatch Sales Top Seven Million – One of the Most Successful Global Game Launches of All Time - Page 29

post #281 of 312
Quote:
Originally Posted by AvatarOfWoe666 View Post

Surely in a game with a player base as massive as overwatches they do not pull in people that far from you regionally. That seems more like something you would see in a game with a player base in the thousands.

I've played with Australians in my group. Either me or them would have the 200ms ping. Also some people have bad internet... you could get 200+ ping from your sister watching netflix if you don't have enough bandwidth, while still being in the USA.

Since we can't see other players ping in game, you don't know when it is a factor. I bet when you get shot from behind a wall, a large amount of time it's a latency problem, not tickrate.
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post #282 of 312
Quote:
Originally Posted by killeraxemannic View Post

Check out this article from Bliz about traceroute and pathping etc. I would run tests to the closest server to you. If you are in the US there is only the one server listed once you select Overwatch. I think this will end up finding your issue. When I run a ping to the server I get 60MS of delay and I had all my friends who play do it to.. We all get 60MS.... I would say if you get around that things are normal. If not you may have an issue that one of the tests should bring to light.
https://us.battle.net/support/en/article/7648

I get consistent 35-40ms ping, its the IND and RTT values with 55ms and 85ms average for both of those.
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post #283 of 312
Quote:
Originally Posted by dmasteR View Post

Even if they introduce 60HZ outside of Custom Mode, people will still get shot behind walls unfortunately due to the excessively large hitboxes. Will be more minimal, but will still happen quite often.

Well, after at least half a hundred Skims on Custom mode and High Bandwitch setting ON at 60Hz I've never got killed behind a wall, meanwhile on QuickPlay I get that at least 3 times a match.

Also on Custom 60Hz everything feels better, the enemies turn around so much faster, and the direction they're facing is the direction their shooting, you don't get shot from an enemy who's facing slightly to your right, but directly to you, making it so much better to dodge or react in time.

After playing in Custom 60Hz for so much I just feel like QuickPlay is in Slowmo, besides the crashes the 60Hz custom mode is how I wish Overwatch worked, even though there would still be room for improvement at 128Hz, although after 85Hz diminishing returns does kick in, 60Hz is the most dramatic difference going from 20Hz, after 60Hz it does improve a lot if you go to 128Hz, after that it isn't worth it.

I had an argument with someone else on this thread like 10 pages ago, where I kind of explain how a higher Tick Rate would improve everything.
Quote:
Quote:
Originally Posted by Mand12 View Post

No, they would not be "pretty much gone" because the tick rate only contributes a small fraction to the overall latency.

If you think 50ms is only a small fraction of the overall latency of someone with 15ms then I don't know what to tell you, that's a delay literally 3 times of my ping.
Quote:
Originally Posted by Mand12 View Post

That you think you will EVER get real-time information, let alone thinking you will get it from a higher tick rate, displays a complete misunderstanding of how netcode works, and the reality of basic laws of physics like the finite speed of light.

Now you're ranting unrelated nonsense, next thing you'll say is that gravity waves also add to the delay more than the Tick Rate.

You obviously don't need anyone to point out your ignorance on the subject, that is clear as day, so instead I will just correct you as much as I can.
Quote:
Originally Posted by Mand12 View Post

20 Hz tick rate can contribute, at most, 50 ms to your latency.

That's 3 times my latency, 3 times the delay of my latency thanks to Tick Rate, can you even think bro? But even then you're wrong, Tick rate doesn't work by adding itself to the end user ping, it works by taking snapshopts of everyone on the server, movements and actions, on which each player have a ping of their own, be it 15ms or 60ms.

These snapshots are taken 20 times per second at a rate of 50ms each, if you have a ping of 60ms this means with a tick rate of 20 you could actually end up with a delay of 220ms worst case scenario for the server and 440ms for the enemy player at the unfortunate time where two ticks stack up.

If the tick rate was 160Hz then the worst case scenario for a 25ms ping would instead of 150ms for the server and over 300ms for the ENEMY player be cut 10 times 1/10 of the added delay coming exclusively from tick rate which is then added to the user's ping which would be around 5ms (165Hz Rate) instead of 50ms (20Hz Rate) per tick, all on top of the "Transit" delay as you like to call it, netting a 30ms to the server, greatly reducing the amount of outdated data the server is receiving, and 60ms for the enemy player receiving data from you assuming he have the same ping of 25ms.

Thanks to 160Hz Tick Rate enemy players with a 25ms ping receiving data of your movements and actions had their TOTAL delay down from 300ms on a 20Hz Tick Rate to 60ms on a 160Hz Tick Rate


Even at the unfortunate time where two ticks stack up with a Rate of 160Hz = 5ms X 2 ticks = 10ms + 25ms user ping = 35 to the server + 35ms for an enemy player receiving data from you on the same Tick Rate and ping = 70ms, down from over 300ms.

This gains even MORE importance when you take into account Overwatch's movement prediction system and its favor the shooter system.

Anyone with a ping of less than 50ms while playing on a 144Hz+ Tickrate would be feeling like playing on LAN mode, people with higher ping would still get all the benefits but their ping would now be the next bottleneck.
Quote:
Originally Posted by Mand12 View Post

Now, you could reduce that to zero, and you'd STILL have to deal with your outgoing transit time.

Which would be 5ms X 1 tick = 5ms -5 because of "you could reduce that to zero" = 0 + 15ms user ping = 15 to the server + 15ms for an enemy player receiving data from you on the same ZERO INFINITE Tick + ping = 30ms, down from 40ms of 160Hz Tick Rate (Diminishing Returns anyone?), AND even at the unfortunate time where two ticks stack up with a Rate of infinite... Oh wait, two ticks can't stack with infinite Tick Rate, nvm.
Quote:
Originally Posted by Mand12 View Post

the finite time it takes the server to process your command, the return transit time.

Which is explained on the simple formula above.
Quote:
Originally Posted by Mand12 View Post

your computer's processing of the incoming information, and the GPU computation of the new frame based on the incoming information.

Which is not the issue at hand as this is Input Lag not network delay and it is the same kind of delay you get on single player games, meaning nonexistent.
Quote:
Originally Posted by Mand12 View Post

It's STILL a small fraction of the overall pipeline.

Lack of understanding at its best.
Quote:
Originally Posted by Mand12 View Post

In addition, your claim that you might miss where Genji dashed to in a single frame is simply false, as the Genji dash animation takes more than one frame. Stuff that's this easy to disprove really should lead people to question your credibility.

This doesn't put your credibility out to question, but completely shatter it.

Do you realize that Genji's dash taking more than 1 frame is based upon a frametime 3 times higher than the one you get with 20 FPS that I was talking about? If Genji's animation takes 10 frames would you still be able to see those 10 frames if Overwatch was running at 10 FPS? No, this shows a lack of understanding on the matter beyond what I initially thought.

There are games where the entire engine would slow down with framerate, games like an Online Match in Street Fighter, Overwatch doesn't work like that and the engine keeps running at a fixed rate regardless of your framerate, so it is possible to miss Genji's 2-4 frames animation at 20 FPS, because Genji's animation is 2-4 frames when running a frametime of 16.67ms, the game engine will not slow down the entire lobby just so your 20 FPS PC is able to display the entirety of Genji's animation, the thought of it is bollocks.

Overwatch feels so much better with 60Hz on custom, I just hope Blizzard upgrade their servers and implement this Tick Rate on Quick Play.
Quote:
Originally Posted by Malinkadink View Post

I get consistent 35-40ms ping, its the IND and RTT values with 55ms and 85ms average for both of those.

Everyone who bothers to play a match on Custom Mode with High Bandwitch setting ON at 60Hz knows that ping is never the issue, Tick Rate is.
post #284 of 312
Yeah, the feeling of annoyance when you flank a hanzo start shooting him and the die from an arrow when he isn't even facing you. So annoying. Will probably also drop the game if improvements aren't made for ranked mode regarding these aspects. Leave it to be filled by the casuals who feel so proud when the gets kills when aiming 2 inches away from someone.
post #285 of 312
Quote:
Originally Posted by mypickaxe View Post

I'm trying to figure out where the three WarCraft's, three Diablo's and the two StarCraft's fit into this analogy.

 

I'll help on the Warcraft question, it's called "Games Workshop IP" that they blatantly copied. They had massive success overall of course with it too.

post #286 of 312
Quote:
Originally Posted by Malinkadink View Post

It also doesn't help that i'm constantly getting packet loss and the little thunderbolt symbol flashing,
sounds like ping/connection issue and not 20 tick issue
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post #287 of 312
Quote:
Originally Posted by Dargonplay View Post

I had an argument with someone else on this thread like 10 pages ago, where I kind of explain how a higher Tick Rate would improve everything.

And I didn't disagree....

I said that tick rate isn't the be-all end-all of network performance, and that improving it would have a modest improvement in the overall experience. It is not the demon people like to think it is, the one thing to blame for everything they dislike about netcode, nor is improving it the panacea that will bring eternal happiness and joy.

And, yes, if you're seeing the amber warning icons on the left hand side, then you're experiencing connection problems. The lightning bolt indicates a bad connection, and the stacked rectangles indicates packet loss.

If either one of those is flashing, then your client is extrapolating based on the last information it received from the server. I'd bet my next legendary skin that a sizable chunk of the "omg how did that arrow hit me DAMN YOU TICKRATE" complaints happen while one or both of those icons are flashing.
Edited by Mand12 - 6/21/16 at 7:08am
post #288 of 312
Quote:
Originally Posted by Mand12 View Post

And I didn't disagree....

I said that tick rate isn't the be-all end-all of network performance, and that improving it would have a modest improvement in the overall experience. It is not the demon people like to think it is, the one thing to blame for everything they dislike about netcode, nor is improving it the panacea that will bring eternal happiness and joy.

And, yes, if you're seeing the amber warning icons on the left hand side, then you're experiencing connection problems. The lightning bolt indicates a bad connection, and the stacked rectangles indicates packet loss.

If either one of those is flashing, then your client is extrapolating based on the last information it received from the server. I'd bet my next legendary skin that a sizable chunk of the "omg how did that arrow hit me DAMN YOU TICKRATE" complaints happen while one or both of those icons are flashing.

TLDR: I've never been killed around the corner on custom 60Hz games after half a hundred skrims, and everything just plays better on that mode, when Hanzo kills you he's actually directly facing you instead of what happens in quick play where he is facing slightly to the right/left or another direction all together and still kill you.

Same for any other character, and even if I get killed in that situation I just feel a thousand times less frustrated because I know exactly how much of it was my fault, knowing that I could have prevented it, unlike in quick play with tick rate misleading me into thinking Hanzo wouldn't hit me based on the direction he was facing.

Maybe a higher 128Hz Tick Rate won't cure cancer, nor it will fix a couple's marriage, but it certainly will make of Overwatch 10 times the game it is now.
Edited by Dargonplay - 6/21/16 at 8:27am
post #289 of 312
The ass effect
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post #290 of 312
Quote:
Originally Posted by GTR Mclaren View Post

The ass effect

Bootywatch, truly a wonderful sight

I would post various things but the mods would skewer me
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