GROUND BRANCH

GROUND BRANCH

What game engine is this one running on?
64 tick or 128 tick?
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Showing 1-8 of 8 comments
HVA_HeadBusta Mar 26, 2020 @ 11:19pm 
The game engine is Unreal Engine 4. I'm not sure about tick rates if that's what you are asking.
\\n - I M حرام Mar 26, 2020 @ 11:48pm 
so is this multi-player co-op or is it multi-player PvP?

Any servers in Oceana?
Crux Mar 27, 2020 @ 12:55am 
Both are available and will be expanded on more later. There is Terro Hunt & PvP.
I believe there is an NZ server in the public list and at least 1 other in that region under the player run servers.
KrisRedbeard  [developer] Mar 29, 2020 @ 7:25pm 
Have to agree - the topic does not match its contents, question wise.

The game engine is Unreal Engine 4.24.3.
The default tickrate is 30, though server operators can change that as they wish.

There is an official server in Sydney, though we're having some difficulty updating it at the moment. Additional servers are run by a dedicated FUBAR in NZ.
\\n - I M حرام Mar 29, 2020 @ 10:18pm 
So I take that the netcode runs entirely on TCP instead of UDP for gameplay reliability?

I've been looking into the problems of UE3/UE4's issue with server side authority failing to register hits that are actually "hitting" the target which is an issue in replication. My search has led me to packet losses in the UDP data which prevents the server from performing the necessary calculation to register the hit.

Reference:
https://www.epicgames.com/unrealtournament/forums/unreal-tournament-discussion/ut-game-general-discussion/15230-hit-registration-netcode-in-this-build :SeriousSparks:
KrisRedbeard  [developer] Mar 30, 2020 @ 11:03am 
What ever UE4's IP networking uses.

Hit registration currently a non-issue with GB, as it done entirely on the client.
Server verification is *disabled*.

Yes, totally exploitable.
No, not permanent :)
Originally posted by KrisRedbeard:

Hit registration currently a non-issue with GB, as it done entirely on the client.

A potential work around is to limit the number of concurrent clients and allow the game engine to comfortably manage the replication variables. A loop process is in place to update the state of variables while in game and this loop calls in network functions. The lower the entries in the loop, the more reliable the process variables are replicated.

Hit registration doesn't have to be totally client side which will lend to abuse and cause the game to fail due to the vulnerabilities. Patching this down the line will be a serious pain for both developers and players as it will cause a play style shift.

In similar avenues of interest, RIOT (developers of Valorant) was reported to have 128 tick which is something to be experienced for an e-sport standard. At the current pro level skill, even a 64 tick game still a good for a 5v5 match given sufficient resources.

This game has good concept and I'm interested in the progress of this game (coming from two games that has similar potential but lost because of reasonsj).
KrisRedbeard  [developer] Apr 2, 2020 @ 11:42am 
The ultimate PvP situation would be entirely server side hit registration.
Given the levels of greed and poor infrastructure in much of the world, we're not getting to that anytime soon.
*cough* Stadia *cough*

So that leaves client-side hit registration with server-side verification.
This is a not a new concept and was simply called "lag compensation" back in the day.

One thing we have going for us is we do not have to worry about the usual disconnect between first and third person animations. This is *still* a thing in many other FPS games out there.
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Date Posted: Mar 26, 2020 @ 10:07pm
Posts: 8