Marvel Rivals

Marvel Rivals

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Charity Jan 2 @ 6:05pm
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Marvel Rivals Ping trouble due to FPS
As you all know there is a problem with ping in marvel rivals game, in can be 80+ with insta-packetloss. After few testes i found out that your ping is connected to your FPS. I play all the time with 140 FPS, and have 78-89 ping, rarely 120, but when I have turned on FPS lock on 120, my ping has become 60-66 with no packetloss, it works on 30/60/120/240 FPS, but when your FPS is different from it you insta-have problems
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Showing 1-6 of 6 comments
I can confirm that this is true, I play with 70 ping on 30 fps but climbs to ~120 ping on 240 Fps. The ping is 100% tied to the fps, maybe with someone with a more technical background on networking and unreal can explain what is going on?
It really drives me crazy
the game was just fine a week or so ago with 144 FPS med settings
right now im trying LOW with 80 FPS and i still get OutLost spikes casusing packet loss..
anyone knows what might be the cause
Charity Jan 3 @ 2:44am 
Originally posted by the_green_fog:
I can confirm that this is true, I play with 70 ping on 30 fps but climbs to ~120 ping on 240 Fps. The ping is 100% tied to the fps, maybe with someone with a more technical background on networking and unreal can explain what is going on?
I think that developers do it special for console players advantage, ping and fps connection can be made only artificial, so we should blame developers for that.
Atomic Jan 3 @ 3:37am 
I think not, what you need to understand is that certain aspects of game simulation in video game development are tied to the fps, this is why you hear terms like "game is capped at 60 fps because the physics are tied to the fps". This is because of how a game was coded, increasing the fps does have unintended consequences like increased movement speed or increased damage but ofc not all games are programmed this way nowadays but like I said, some of the code is still tied to the fps.

I won't go much into detail but this game in particular has several things tied to the fps so the ping you see could be the result of the game sending more information due to high fps which causes either the cpu on client/server to have an overhead, heck even the ping calculations too could be affected by this too so what is being reported might not what the actual ping is.

Want an example of what I'm talking about? Some heroes deal more damage when you're running high fps because your fps is generating more information about the attack/movement, going back to what I was explaining.

Read more about it here:
https://www.reddit.com/r/marvelrivals/comments/1hoy3g5/5_heroes_that_are_nerfed_by_low_fps/
Charity Jan 3 @ 3:42am 
Originally posted by Atomic:
I think not, what you need to understand is that certain aspects of game simulation in video game development are tied to the fps, this is why you hear terms like "game is capped at 60 fps because the physics are tied to the fps". This is because of how a game was coded, increasing the fps does have unintended consequences like increased movement speed or increased damage but ofc not all games are programmed this way nowadays but like I said, some of the code is still tied to the fps.

I won't go much into detail but this game in particular has several things tied to the fps so the ping you see could be the result of the game sending more information due to high fps which causes either the cpu on client/server to have an overhead, heck even the ping calculations too could be affected by this too so what is being reported might not what the actual ping is.

Want an example of what I'm talking about? Some heroes deal more damage when you're running high fps because your fps is generating more information about the attack/movement, going back to what I was explaining.

Read more about it here:
https://www.reddit.com/r/marvelrivals/comments/1hoy3g5/5_heroes_that_are_nerfed_by_low_fps/

I`ll be glad if it true, but problems were started with 1-st patch, on release game have been working perfect.
He's telling the truth, we played together. Since the release of the game, I have been playing at 200 fps + and there have been no problems with ping, but about two weeks ago a real nightmare began and the ping that was in the lobby and the internal test of the game was always 1.5 times less than in the game, and there were also lags similar to packet loss.
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Date Posted: Jan 2 @ 6:05pm
Posts: 6