Tom Clancy's Rainbow Six Siege

Tom Clancy's Rainbow Six Siege

Nick930 Jun 29, 2018 @ 9:52pm
Server Tick Rate (Net Code)?
What is Rainbow Six: Siege currently targetting for its server tick rate? Last I checked it was 60hz? It feels like I'm frequently getting killed around corners and seeing other players getting headshots through solid unbreakable walls.
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Showing 1-15 of 19 comments
Harry Gumdropzap Jun 29, 2018 @ 10:20pm 
i found this
https://www.reddit.com/r/Rainbow6/comments/3v6gw6/rainbow_six_siege_developer_ama_on_december_7th/
"We are currently investigating having a higher tick rate, which would improve positioning and shooting replication. The current servers run at a tick rate of 64, but the position of players is updated 30 times per second. We have plans to address this very soon and are currently running tests in which we have a position update rate of 60. If the results are satisfying, we will be deploying this in a future update as soon as possible."
so a 64 tick rate
but this was 2 year ago soo his couldve changed
hopefully ubisoft makes the servers 128 tick
Harmonica Jun 29, 2018 @ 10:27pm 
I would be surprised if the tickrate is over 30 to be honest. It's plenty floaty and there's too much warping.

The tickrate can't help with the hit tracking issues and all the nonsense with latency balancing, which is why you experience nonsense like bullets going around corners.
Last edited by Harmonica; Jun 29, 2018 @ 10:28pm
Nick930 Jun 29, 2018 @ 11:05pm 
lol it would never be 128 hz. That's insanely high. Battlefield couldn't even manage that, and their frostbite engine is way more stable than whatever the hell Siege is running on.
Nick930 Jun 29, 2018 @ 11:05pm 
Originally posted by Nick:
lol it would never be 128 hz. That's insanely high. Battlefield couldn't even manage that, and their frostbite engine is way more stable than whatever the hell Siege is running on.

I disagree Harmonica. Having a higher tick rate would absolutely improve this situation.
>_> CSGO Tickrate is not even 128 till now.
Barely most OCFPS never go 128 ticks.
Last edited by PFC Demigo [29th ID]; Jun 29, 2018 @ 11:09pm
Harmonica Jun 29, 2018 @ 11:56pm 
Originally posted by Nick:
Originally posted by Nick:
lol it would never be 128 hz. That's insanely high. Battlefield couldn't even manage that, and their frostbite engine is way more stable than whatever the hell Siege is running on.

I disagree Harmonica. Having a higher tick rate would absolutely improve this situation.

It probably wouldn't help the issues you describe. They adjust shots based on latency per player, so what you see and what the server decides happens is not always the same thing, especially if you have a strong connection vs weak connection. Meaning you can fire first and the server acts like you never shot at all, or people can appear to fire round corners. No amount of tickrate is going to help that, it's just a netcode design issue. Even if the tickrate were very high, the players with worse connections would still be advantaged. You'd probably see even more stupid stuff happening.
Last edited by Harmonica; Jun 30, 2018 @ 12:58am
primobrainlet Jun 30, 2018 @ 12:16am 
Their current feels like a solid 1 tickrate. whatever it is, I highly doubt its actually 30, let alone 64. I understand technical limitations and cost issues, but I really think they are cheaping out on us with the servers
Nomad Jun 30, 2018 @ 4:21am 
i think the tickrates are inconsistent among players. Ive played matches where the other player has very slow reaction times like well below normal and it seems I have no problem in these matches. Other times I get killed by a guy who runs directly into my sight and see absolutely nothing on my screen. Happened several times yesterday as i was playing. Dude would enter my visibility and i wouldnt see a thing and I'd die but kill cam shows my character looking directly at him.
Harry Gumdropzap Jun 30, 2018 @ 10:46am 
Originally posted by DJL | Davy Jones:
Their current feels like a solid 1 tickrate. whatever it is, I highly doubt its actually 30, let alone 64. I understand technical limitations and cost issues, but I really think they are cheaping out on us with the servers
the servers are 64-tick but position update rate of 30 times per second
thats why it doesnt feel 64 tick
Skandalon Dec 5, 2018 @ 9:23am 
Servers suck so much, I die behind a wall 15 times a day, even with 30 ping
Skandalon Dec 5, 2018 @ 9:25am 
Position tick rate is so bad in this game, wtf. So many times a guy just appear on my screen and I'm dead, and watching the kill cam he got 1,5 seconds to kill me
NeuroticSlav Dec 5, 2018 @ 10:44am 
Ugh it was bad before its just much worse now with wind bastion .It doesnt even make sense i peeked for split second just to check situation and died behind wall. On death cam it looked like i was peeking for who nearly 2 seconds wtf.
Nick930 Dec 5, 2018 @ 10:47am 
Who necroed this thread? It's from June guys cmon
NeuroticSlav Dec 5, 2018 @ 10:50am 
Originally posted by Nick:
Who necroed this thread? It's from June guys cmon
Still relevant now more than ever.
Kylll Dec 5, 2018 @ 11:50am 
server reaaaaaaaaaaaally suck
.....BTW game was ok
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Date Posted: Jun 29, 2018 @ 9:52pm
Posts: 19