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To put their 250ms advantage into context, Average human reaction time is roughly 215ms. Additional things to consider is the FPS you are getting, the refresh rate of your monitor and your monitors response time. Further increasing the delay between your reaction and what is actually occuring.
That is why this game has massive peakers advantage. If you take the time to watch any high level player on this game. You will find them behing hyper-aggresive, taking fights at full speed and not really slowing down for a whole lot. Its a large advantage in this game to do so.
Hopefully that kinda helps you understand it.
*noting this ahead of time, Pubg Claims to have "60tic" but if you do your research, It RARELY reaches that 60tic, even in the last 10 remaining. And its sure as hell not stable spiking from 30 to 60 rapidly.*
Sorry, all this rambling and i didnt exactly answer your question. As for a fix, That is purely on PubG's end to limit whom can connect to their servers which wont happen in large scale. By providing the game with a STABLE 60 tick would be a good start, but 120+ Tick would be far better in a game thats "built for competetive play". Additionally, Limiting Ping to certain rather low numbers would prevent offshore, or out of country users from exploiting these numbers.
But do keep in mind, Ping is a double edged sword. If they're running around with 400 ping plus all the above stuff, If you are the one pushing THEM. then YOU get the huge advantage. So really if you want to do your best to always be on the recieving end of an issue that PubG has no real intentions to my knowledge to resolve. Then stop camping, be aggresive and fight for your territory. Oh, and stop hard peaking corners for prolonged periods of time.
Thank you for your answer. I have around 90-110 fps in a 144hz 1ms monitor.
This thing is going me crazy man i cant even defend myself.
https://www.newsweek.com/pubg-patch-14-live-increase-tick-rate-buff-grenades-patch-notes-951326
" Shortly after the patch landed on Test Servers earlier this week, players noticed client performance had hit the golden 60 Hz standard. "
The issue has nothing to do with ticrate. It has everything to do with players abusing desync from artificially creating lag. (Lagswitch or connecting to remote servers.)
There's also the latest and most popular cheat. It tells you where everyone is and creates desync.
PUBG is not worth playing right now. All you can do is wait for the next banwave.
They already do this with ping-based-match-making. The worst abusers are restricted, and you shouldn't get them too often.
I had already clarified this, HITTING the tick rate occasionally is NOT a consistant. For reference, https://www.youtube.com/watch?v=KA43TocEAWs . Additionally, Artifically creating lag via lagswitches has been around for decades and isnt a new issue. Nor is the current playerbase size for PubG yet its a far more prevelent issue in PubG as to other games with far higher Tickrates. (See most other FPS games).
And ive seen no evidence of ping-based matchmaking. My most recent teammate in a random duo's was from thailand. (im from the states) he was teleporting harder than most of the cars in Shrouds flying car clips and yet i maintain 30ping to NA servers. (yay central US)
Blaming everytime someone sees you first on a cheat is not only ignorant, its just saddening that you'd fall on such a childish excuse when all the evidence is infront of you. While cheating is still an issue. Its nothing close to the issue that EVERYONE faces every match. The tick-rate, And lack of ping restrictions.
Very welcome and just do your best to be the aggresive one in most situations. You'll start turning your game around my friend.
Are you ****ing kidding me?
FROM THE VIDEO'S DESCRIPTION:
" PUBG servers always struggled to maintain a stable tick rate which had a very negative impact on the network delay (or lag). But things finally seem to have changed now with Update #19. "
I get the feeling most everything battle(non)sense says flies right over your head. What little doesn't you cling to and believe is knowledge. You can't watch a few YouTube videos on networking and fully understand all of it.
Oh well. I have 10 minutes to kill. I'll watch it.
According to the video... His tests show that the PUBG servers are extremely stable as of patch #19. Staying at or near 60Hz. The ONLY issue with tickrate is during the first 180 seconds. (Most of that time was during the countdown timer and plane flight.) After that, (on the ground) it runs at 60Hz.
The issue, is that the game is detecting gunfire and damage significantly faster than it detects movement. It improved overall, but this difference is a whole 30ms. All of your movements have an extra 30ms delay compared to your gunfire.
He also says desync is not the fault of the server, but simply the result of players with very high ping.
The video you posted as evidence disproves you instead. However, I'm typing this section last. So...
Which makes it relevant, not irrelevant.
You have no idea what you are talking about. Also, your sentence makes no sense. You are trying to say that due to other games having higher tickrates that the loss of players is a bigger issue than lagswitches.
I have no idea what point you are trying to make here.
Anedotal. So here's my anedotal. Once they added it, I stopped getting Chinese people in every single random squad.
Here's a fact:
https://wccftech.com/bluehole-ping-based-matchmaking-live-faq/
You have no idea what you are talking about. You barely know anything about this topic.
You act like an authority, but know nothing. Then tell me I'm ignorant and childish for proving you wrong.
Uh, huh. Sure.
You can feel free and quote reports done via bluehole interviews and patch notes which have been notoriously incorrect. The video continues to prove that. I said you are ignorant and childish is because you are acting ignorant and childish to blame these issues on hacking.
Again, Lagswitches have been around for decades yet only plagues PubG in record numbers? Since in your eyes, if they kill you before you see them then they are cheating right? SMH.
As for listening to everything i see online. His years of experience and career developing these videos and working with dev's to fix this issues makes him more then a credible resource, far more than someone like you in this case.
As for that sentence you can take it how you'd like. But its quite clear the point being made that regardless of how many players a game has. If its tick rate is ♥♥♥♥, they have these same issues.
And yet again, I never said the ONLY issue was Tickrate. I said its Tickrate in combination with high ping and hardware. Which again, the majority of it rests on the shoulders of Bluehole by limiting ping and fixing tickrates. Which is in no way incorrect and the scale of the issue is accurately shown.
Until very recent years. Playing anything competetively wasnt acceptable to even ONLY use 60tick. 60 has been a very minimal required to even make it playable. Not whats required to make it good.
Pretty done replying to this though. So OP you are welcome to work on getting better at the game. Use the same tactic using the unstable tickrate moves that pros use and the exact reason they use that tactic. Or you can throw up your hands and just say everyones cheating and stop playing. Use the available information as you please =)
"The issue has nothing to do with ticrate. It has everything to do with players abusing desync from artificially creating lag."
Good laugh, thanks for that.