Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamcommunity.com/sharedfiles/filedetails/?id=2824882342
I saw the "low fps" problem in Battlefront 2 multiplayer on the gameplay stream yesterday and immediately thought about tps. In the original release, the tickrate is 30 at standard when hosting a multiplayer server. Projectiles etc. are also bound to this. This is the reason why gameplay itself can look smooth due to high fps on client side but things like projectiles are not.
One can increase the tickrate with "/tps xxx" but with that new problems like ai rubberbanding do arise because the game was not designed for a higher tickrate back then.
Funnily enough, Battlefront 1 was (and obviously still is in this re release) better in that regard.
So, wouldn't be surprised if everything in the linked guide is still applicable.
It's a real shame that no work, so it seems, has been done on this side by Aspyr. If they want this thing to be successful they NEED to work on that.
I refunded the game...Its absolutely CRAP.