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[Official] Battlefield 3 Information & Discussion Thread - Page 1759

post #17581 of 52874
Quote:
Originally Posted by BradleyW View Post
I don't think anyone would worry if Bf3 performed well on their rig. I just don't see how i can be 20fps slower on average with mega issues yet i've tested all my hardware and everything is fine. 2-3fps then fine i understand, but 20+?
Have you run some benchmarking programs to see if those scores are off as well? Also, resolution will play a factor (like I said before). If they are playing on lower resolutions then their fps will be higher. I'm assuming you are on 1080p?
    
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post #17582 of 52874
Quote:
Originally Posted by BradleyW View Post
I don't think anyone would worry if Bf3 performed well on their rig. I just don't see how i can be 20fps slower on average with mega issues yet i've tested all my hardware and everything is fine. 2-3fps then fine i understand, but 20+?
You have been going on about your fps and performance and stuff since the beta started. Your performance sounds fine and acceptable. Just chill play the beta and we will all talk seriously about performance and FP/S on the 25th when the actual game comes out!
Edited by Tech-Boy - 10/3/11 at 1:36pm
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post #17583 of 52874
Quote:
Originally Posted by BradleyW View Post
I don't think anyone would worry if Bf3 performed well on their rig. I just don't see how i can be 20fps slower on average with mega issues yet i've tested all my hardware and everything is fine. 2-3fps then fine i understand, but 20+?
I know =/ I know that feel. *Puts hand on your shoulder* The only advice I can give is wait for driver updates and game updates. It took years for me to run BF2 smoothly, and even then with 100+ constant fps, I had an obnoxious mouse twitching issue that DICE was absolutely clueless about. I don't even remember what ended up being the cause, it MAY have been my hard drive. The "dumbest" piece of hardware was the solution. By dumbest I mean: why would a hard drive cause that?
Edited by Stealth Pyros - 10/3/11 at 1:31pm
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post #17584 of 52874
Quote:
Originally Posted by SectorNine50 View Post
Don't think of it as "one connection." Think of it as bilateral communication with delays both ways. If the server did the hit detection, and the client only said where it was shooting, then there would be a delay both directions:

Lets assume your ping is 50ms
1) Server sends player position (50ms)
2) Client sends bullet trajectory info (50ms)
3) Server receives bullet info
4) Server compares bullet path to client location
5) Server relays damage/death report to clients (50ms)

For step 3 to work correctly, you would have to have shot 100ms ahead of the intended target since the player position was already delayed 50ms on top of your trajectory info's delay.

With client side registry (which is how I understood all FPS' to be), you only have one delay, and what the shooter sees is what you get.

1) Server sends player position (50ms)
2) Client calculates hits based upon received position and relays hits back to server (50ms)
3) Server receives hit information and relays it to clients (50ms).

This way, the client hits what he thinks he should hit based upon what he can see (which is all that matters anyway). The delay you get where you are pulled out behind cover and killed is because of the 100ms delay from the other client, to the server, then to you.

This is actually fair, even though you may think, "*** I made it behind the wall!"
Oh...well, I guess I was considering that server side. The client shoots and the server is giving the location of the target. Where the actual calculation happens shouldn't matter. I was under the impression that location and shooting was being handled by the two separate clients and the server was a front end for the clients to interact.

Where the calculation happens shouldn't really matter since the location information you are getting is coming from the server and every one will see the same thing for every one else, but slightly different for themselves. There will be more of those moments being of behind a wall and then getting killed though since you could update your position before getting the notice you were hit. I suppose moving it to the clients would free up the server CPU a little bit though...but it would be very little I think.
Edited by Vagrant Storm - 10/3/11 at 1:36pm
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post #17585 of 52874
Quote:
Originally Posted by jcpiont23 View Post
Run and shoot is certainly not the best strategy when you have enemies in the field of view. Moving from cover to cover is key. I've also found there to be a heavy misuse of the suppression feature, very rarely do I see team mates providing each other suppressing fire to move to more advantageous positions.

Already during this beta I've had one of my most memorable FPS moments thanks to the suppression feature. It was in the hallway near Point B on the 3rd set of M-Coms. I had a squad which actually tried to function(though no voice communication). As we moved up the hallway one person would continually spray and we slowly inched up the hallway from cover to cover. Eventually we reached a point where we controlled the hallway.

Moral of the story is to play with team work in the back of your mind always. This is not a game where a one man army is possible. Being careful, and using cover frequently to draw enemies into less favorable positions are the most important tactics you can use. Honestly aim is almost secondary to teamwork in this game.

Also don't forget to SPOT! It's so easy to hit Q but I swear there's been few games where I actually get team mates that will do it. I try to pop up as many red triangles over the enemy as possible but rarely see any over the enemies that I don't spot myself. It is a GREAT benefit to your team. Even if you're not doing great/getting killed a lot, giving your team useful information on enemies' positions is a huge help.
Nice didn't even know that was an options! Guess thats why I've seen guys marked on my map that I can't see. I'll be using that tonight. I've jsut become a better teammate.
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post #17586 of 52874
Quote:
Originally Posted by hydropwnics View Post
i dont think there are any caspian servers running
There was 1 32 slot conquest one today I played some
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post #17587 of 52874
Quote:
Originally Posted by Lune View Post
There was 1 32 slot conquest one today I played some
Yep i did too. That was it though. I have been checking all day
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post #17588 of 52874
Quote:
Originally Posted by Vagrant Storm View Post
Oh...well, I guess I was considering that server side. The client shoots and the server is giving the location of the target. Where the actual calculation happens shouldn't matter. I was under the impression that location and shooting was being handled by the two separate clients and the server was a front end for the clients to interact.

Where the calculation happens shouldn't really matter since the location information you are getting is coming from the server and every one will see the same thing for every one else, but slightly different for themselves. There will be more of those moments being of behind a wall and then getting killed though since you could update your position before getting the notice you were hit. I suppose moving it to the clients would free up the server CPU a little bit though...but it would be very little I think.
Where the hit calculation occurs does matter, and that is because of latency we see between the server and it's clients.

Remember, whenever you see a client running by on screen, it's position is as old as the time it takes to go from their client, to the server, to your client. You could be behind a wall on your screen, but to the player shooting at you, you are just barely still visible.
Edited by SectorNine50 - 10/3/11 at 1:50pm
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post #17589 of 52874
Quote:
Originally Posted by Lune View Post
There was 1 32 slot conquest one today I played some
get a job i wish i had as much freetime as you do
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post #17590 of 52874
hit boxes are ptretty bad also i hate the rubberband effect
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