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APPARENTLY, this has changed and been "fixed" in bo3...... apparently.
how old is this?
Well, give the dev a tweet. even may be able to use a console again. probably not though. :/
There is no perfect FPS in cod , there is only magic numbers which change how the guns and the char model is handled , 125,250,333,500 and 1000. That's the main reason why there is FPS locks in the game especially in IW and sledgehammer games which are locked to 91. If you want a laugh go and download a FPS unlocker for advanced warafre and use the laser gun absoutely disgusting.....
But as for bo3 supposdely they have removed the frame rounding. I tired to test in the beta but struggled to hold a constient 125fps sooo couldn't really tell
Technically it was 100 because the COD series lowered /cl_maxpackets from 125 to 100 for some odd reason. 115 would get rounded up to 125, the closest would be 111 (1000/9). "How old is this?" I will admit my research was limited, I could only go back as far as Black Ops 1 (2010) because there wasn't enough info online. Modifying .cfg files from MW2 onwards was grounds for a VAC ban last time I heard.
Someone (unverified) said BO2 could go up to 125, but again I don't believe it. Came from this page[linustechtips.com] which introduced me to a lot of the COD engine's quirks in the first place.
@Darkey' ®
I would hope the FPS-Packet synergy issue gets fixed. The Source engine fixed that problem the same year COD4 came out, seriously. The Snaps problem still remains, though. Interestingly, only COD has the /snaps 30 limit. Quake III had unlimited snaps (ticks), but the highest the servers ever went was 40 in extremely-rare cases.
IW/Treyarch/Jackhammer could easily remove the hardcoded 30 limit. They could set all three--/snaps, /cl_maxpackets, and /com_maxfps--to 63 and that would at least put it on roughly the same terms as CSGO's official 64-tick servers. Probably would cost them a lot more to host, which is why they'll never do it.
Its annoying that giving us rentable servers wont cost them nothing and we can get higher tick rates but its just not going to happen.
im sure we will find out when the game comes out. a lot of people who play cod though have no idea about these sort of things and sometimes trying to teach them is painful xD
If you rented a dedicated server for any of the older COD games, like COD1, UO, COD2, COD4, or WaW, you would know you cannot change the "tick" rate (that is a Source term, and isn't really relevant to any other game) of a vanilla server, because if you did, the gametype timings got all fekked up, with the game ending prematurely. COD runs on a server frame rate of 20, and that is that.
Now, having said that, we COD modders (I am a prominent COD community modder) adjusted the timing of all the gametypes and got the server frame rate up to 30. This is a feature of the eXtreme+ mod for COD2, COD4, and WaW. But, this was for mod servers - not vanilla ones.
The gametype timing is the only thing holding back the server's frame rate to 20. If they adjusted the timings for the gametypes like we did for COD mods, it can easily run on higher frame rates. Even 60 is not out of the question. Worm did that for PAM mod for COD2 - he had the PAM mod servers running at 60 frames a second.
Same happens in CS:GO but it's less common than in BF.
Call of Duty's hitdetection is pretty damn good comparing to any other conventional shooters.
The only ones that weren't so good were MW2 and MW3, where hitmarkers and damage are delayed by almost half of a second even though ping is fantastic. Treyarch's games don't have this problem, and my experience with BO3 beta is that it has the best hitdetection out of all CODs so far.
If there's something to fix, it's definitely performance. Ghosts, AW and BOIII too (although it's better), don't deserve to be this hardware hungry for the graphics quality you get.
Actually, that's wrong. Battlefield is infamous for its 10-tick servers, and people complain to DICE all the time about it. Numerous videos on the subject with in-game examples, too.
https://www.reddit.com/r/battlefield_4/comments/1uiqje/while_the_10hz_tick_rate_remains_net_code_will/
IceOps|Ninja told me tick and snaps are interchangeable, and he's a vet that worked on the COD4X and 1.7a mods. Thanks for telling me about the server limitations, though. I never knew that, great info.
Oh no, I must disagree. I played COD4 earlier this summer and the default settings made me lag terribly. Once I was shooting directly at someone running sideways who stabbed me and got zero hitmarkers. On the killcam, it showed me shooting directly behind him. This never happened again after I increased all the netcode settings...but that's something you haven't been able to do since WAW.
I'm glad I'm getting some intelligent discussion here. I wouldn't see these kinds of replies if I posted on the CSGO boards. Thank you so much for your time. I actually found out today that Quake III also had /rate uncapped and edited the OP to reflect that.
Oh wow PAM mod holy balls I haven't heard that name is a long time now good times, honestly think Promod did a better job with Networking performance though both still great mods in their repective titles
Promod simply did what PAM and other COD mods did - they: 1) turned off sv_antilag; 2) set sv_fps to 30; and 3) adjusted all the time stamps in the gametype files to fit a rate of 30 frames per second.
If you ever played on a COD1 or UO server, you would know that there is actually nothing wrong with the hit detection with COD games. In those games, it is spot on. It was only with COD2 and the introduction of lag compensation that the hit detection got a bit fekked up. Turning lag compensation off (set sv_antilag "0") did the trick for COD2. However, with COD4 onwards, vanilla servers had lag compensation forced "on". You could only turn it off with a mod, or on stock servers, with Linux mods like 1.7a bin.
So, the OP is actually wrong in his identification - it isn't the so-called "tick" rate of the server (BTW - snaps is a client setting and has no baring on a server at all), it is sv_antilag and the atrocious lag compensation that COD has since COD2.
Promod did a lot more other then netoworking though that's what I was getting at
If you don't mind, I added that info to the OP as well as some /cl_timenudge information I found.[forum.drc.su] I'd like to get this page as the top Google result to help more people, but I don't know how. At least it's 3rd on duckduckgo :/
Higher /snaps would still improve hitreg immensely, though. And again, it was IceOps|Ninja who said snaps and ticks were interchangeable.
I have heard some people suggest that this is because /sv_maxping is set way too high by default (800?!) and should be reduced to 110 ideally. They refuse to do that for reasons unknown. Perhaps they could do what Valve did with CSGO and create a "Max Acceptable Matchmaking Ping" slider and cap it at 150.
I updated the OP with more info. Apparently, COD1 had most of its netcode settings like /rate, /snaps, and /cl_maxpackets uncapped. It's strange that they would cap those settings from COD2 onwards. I also made individual guides for fixing hit detection from COD1 to WAW on their own boards.
They can't do that because some people live in very remote parts of the world, and there aren't any server data centres near to them (this is not just the Far East - certain parts of the Americas are also remote). If they locked down the max ping acceptable to find a match, those people would be left without a game.
BO2 has done the best it can - it defaults to over 250 ping, but recommends that users manually set it to find servers nearer to where they are. I set mine to below 100. From that, I always get put on a server somewhere in Europe. My ping is never above 60. However, I sometimes play against people with pings in excess of 300. When asked where they are from, they are from remote parts of the world, and they have to connect to servers far away from them, because there aren't any nearer to them.
I'm considering getting a Netduma at some stage, but maybe I should give up with CoD. There's nothing else that irks me as much as bad hit detection, lag compensation etc.