Rocket League

Rocket League

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MoshPete Feb 22, 2018 @ 4:46am
Suggestion: 120 tick rate servers
Dear Psyonix,

now that you've got a massivly successful game on your hands and truck loads of cash, would you concider implementing 120 tick rate servers, at least for ranked games? That would decrease the sync problems and ghosting in Rocket League.

Thanks for the best game in the world, cheers!
Last edited by MoshPete; Feb 22, 2018 @ 4:50am
Originally posted by MsCinder<3Rawr<3:
I know this is an old thread, but I wanted to answer both of your concerns. The game runs its physics rate at 120hz, even on the dedicated servers. They always have. However, in online games, the server sends updates at a rate of 60hz, aka a tickrate of 60. So both the server and the client runs physics at 120hz, but the server sends information to the client 60 times a second on average. Hence why there seems to be a contradiction between Rocket Science's and Battle(non)sense's videos. But actually they both support this.

From Psyonix_Cone, network developer: https://www.reddit.com/r/RocketLeague/comments/67nvlb/octane_glitch_update_with_new_evidence_not_server/dguny50/
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Showing 1-15 of 19 comments
MoshPete Feb 22, 2018 @ 4:55am 
are you sure? last time I checked it was 60, but I'll have to verify that
Last edited by MoshPete; Feb 22, 2018 @ 4:55am
MoshPete Feb 22, 2018 @ 4:59am 
Hmm, not so sure about that, I'm relying on this guy: https://www.youtube.com/watch?v=unzRzLKg7Mc
MoshPete Feb 22, 2018 @ 5:01am 
Also in your video he doesn't explain WHY the game servers should have a tick rate of 120, in mine he does support his claim of the game servers running on a tick rate of 60!
Last edited by MoshPete; Feb 22, 2018 @ 5:02am
lolschrauber Feb 22, 2018 @ 5:02am 
cago forums leaking or something?
MoshPete Feb 22, 2018 @ 5:03am 
Also it doesn't "feel" like 120Hz and it's very much unconventional, especially for a non-FPS.
MoshPete Feb 22, 2018 @ 5:04am 
Originally posted by lolschrauber:
cago forums leaking or something?
No, just suggesting an improvement to the game....you escaped the academimimi?
MoshPete Feb 22, 2018 @ 5:15am 
Yeah, but if they had made any changes tick rate-wise, he would have re-reviewed the game and we probably would have heard of it in the last year!
Last edited by MoshPete; Feb 22, 2018 @ 5:16am
MoshPete Feb 22, 2018 @ 5:31am 
The thing is that there is ghosting/desync on public servers and a 120 tick would improve the situation.
MoshPete Feb 22, 2018 @ 5:40am 
It sure would! But one would thing that they had the money for it. I'm not sure about the current state of the servers, but if there is much potential for further improvement, it probably would be cheaper to take advantage of those beforehand.
MoshPete Feb 22, 2018 @ 6:03am 
Originally posted by •_•:
Isn't it more likely to be the ping compensation? It's over-generous imho. Playing in a match with people who have ping over 150 is like wading through mud, particularly when dealing with fast incoming long-range balls. A 200+ ping should be an almost unplayable disadvantage, all things being equal, but instead those players seem to win disproportionately more.

I would rather Psyonix allow us to specify "my region only" matches, but they won't do it otherwise players from minor regions would struggle to find any matches at all.
Haven't though about that, you're probably right! There are certainly many trees to bark on when it comes to ghosting etc.
The author of this thread has indicated that this post answers the original topic.
MsCinder<3Rawr<3 Jun 10, 2018 @ 8:53am 
I know this is an old thread, but I wanted to answer both of your concerns. The game runs its physics rate at 120hz, even on the dedicated servers. They always have. However, in online games, the server sends updates at a rate of 60hz, aka a tickrate of 60. So both the server and the client runs physics at 120hz, but the server sends information to the client 60 times a second on average. Hence why there seems to be a contradiction between Rocket Science's and Battle(non)sense's videos. But actually they both support this.

From Psyonix_Cone, network developer: https://www.reddit.com/r/RocketLeague/comments/67nvlb/octane_glitch_update_with_new_evidence_not_server/dguny50/
MoshPete Jun 10, 2018 @ 9:14am 
Cool, thanks for the info, cheers!
Alican Jun 10, 2018 @ 10:53am 
Afaik virtual servers has 30 and main servers has 60 tickrate. Thats why people trying to avoid (and leave) playing in virtual servers.
Poor Bastard Jun 10, 2018 @ 3:11pm 
Just like with PUBG, many have the misunderstanding that a higher tick rate would signficantly improve the game when in reality, you likely wouldn't notice any difference, and the server expense goes way up.
Alican Jun 10, 2018 @ 4:21pm 
Originally posted by Out:
Originally posted by PriZm:
Afaik virtual servers has 30 and main servers has 60 tickrate. Thats why people trying to avoid (and leave) playing in virtual servers.

Nope, wrong.
Explain to me why they tend to lag / rubberband more often compared to actual servers.
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Date Posted: Feb 22, 2018 @ 4:46am
Posts: 19