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Tommy_1982

Host Tick Rate drops...

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Hey guys,

I was wondering if it's normal that the Host Tick Rate drops from 60 to 20 playing Warzone. On Multiplayer MW I've got 80 stable. Is there any workaround to hold the Tickrate stable?

Many thanks in advanced...

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Hey, welcome to the forum!

That's entirely down to the game unfortunately so there really isn't anything you can do to stabilize it. I imagine that drop happens more when a lot of people are playing the game.

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14 minutes ago, Netduma Fraser said:

Hey, welcome to the forum!

That's entirely down to the game unfortunately so there really isn't anything you can do to stabilize it. I imagine that drop happens more when a lot of people are playing the game.

Hm that's sad. I did expect this answer....

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8 minutes ago, SETi-D said:

how do you check your own tic rate?

On your Geofilter menu if you scroll down while you playing there is an UI called Autoping.

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7 minutes ago, SETi-D said:

how do you check your own tic rate?

The Geo should show Host tick rate and Client Tick Rat.. The Client Tick Rate would be your Tick Rate.. This info should be shown by read outs with your ping..

Zippy..

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4 minutes ago, Tommy_1982 said:

Hm that's sad. I did expect this answer....

That Tick Rate drop by the Host is pretty substantial.. But what is even more critical is that the Host Tick Rate is the same for everyone in the same game.. So if someone has a Tick Rate closer to 60 from the Host in the same game well then that would be unfair totally.. If you know what I mean.. They would be killing it in the game while everyone else would be getting leftover crumbs! Which is a no win situation..

Zippy. 

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59 minutes ago, Zippy said:

The Geo should show Host tick rate and Client Tick Rat.. The Client Tick Rate would be your Tick Rate.. This info should be shown by read outs with your ping..

Zippy..

oh ok thank you. I've often wondered if there was a way to ping yourself in game as well any ideas?

Many thanks.

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55 minutes ago, Zippy said:

That Tick Rate drop by the Host is pretty substantial.. But what is even more critical is that the Host Tick Rate is the same for everyone in the same game.. So if someone has a Tick Rate closer to 60 from the Host in the same game well then that would be unfair totally.. If you know what I mean.. They would be killing it in the game while everyone else would be getting leftover crumbs! Which is a no win situation..

Zippy. 

i also thought tick rate was to do with fps?

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59 minutes ago, SETi-D said:

oh ok thank you. I've often wondered if there was a way to ping yourself in game as well any ideas?

Many thanks.

The ping is your ping to the server and back to yourself. If you were to ping yourself it wouldn't give you any valuable information.

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1 minute ago, Netduma Fraser said:

The ping is your ping to the server and back to yourself. If you were to ping yourself it wouldn't give you any valuable information.

i see thank you.

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3 hours ago, SETi-D said:

i also thought tick rate was to do with fps?

Yes it does play a part..

fps is the number of frames shown per unit of time..

Tick rate is just a measure of time..

So lets say a game is running at a clock tick rate of 30. That means for every second at least 30 frames should pass..

Thats if the server is sending a 30 Tick rate and Client is receiving the same 30 Tick rate.. So in this example the two numbers would be the same or very close.. So your fps should be close to 30 as well.. Theres alot more to it but thats basically the run down..

Latency can effect this. But thats really totally another animal..

Hope that makes some sense.

Thanks!

Zippy.

 

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5 minutes ago, Zippy said:

Yes it does play a part..

fps is the number of frames shown per unit of time..

Tick rate is just a measure of time..

So lets say a game is running at a clock tick rate of 30. That means for every second at least 30 frames should pass..

Thats if the server is sending a 30 Tick rate and Client is receiving the same 30 Tick rate.. So in this example the two numbers would be the same or very close.. So your fps should be close to 30 as well.. Theres alot more to it but thats basically the run down..

Latency can effect this. But thats really totally another animal..

Hope that makes some sense.

Thanks!

Zippy.

 

See heres the confusing part on Destiny 2 its cross generation so buy watching the tick rate you can see what platform they playing.new gen 60fps old gen is 30.

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2 minutes ago, SETi-D said:

See heres the confusing part on Destiny 2 its cross generation so buy watching the tick rate you can see what platform they playing.new gen 60fps old gen is 30.

Ahh thats interesting.. So basically they are allowing both old gen and new gen to play each other in the same game online in the same match?

Zippy.

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2 minutes ago, SETi-D said:

yup in the same match also its peer to peer its very messy.

Ha ha good explanation! I can imagine it would be very messy! lol.. They would actually be better served if they capped the new gen to 30 as well and not let the game run wild like that.. Then the game would actually perform better if everyone was on the same playing field..  Some game developer say its fine like that because we use a Normalization.. Which really means trouble.. lol..

Zippy.

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5 minutes ago, SETi-D said:

so not only we getting extra fps but extra   features like fov slider.

Ahh yes! That would make sense.. I am surprised they have it like that tbh.. Specially if its peer to peer..  Really those on the new gen should be playng each other and ones that are on older gen should be playing each other.. Im guessing the population cant really support it that way though.. 

Zippy.

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