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Rapporter et oversættelsesproblem
your CPU specs can't handle 128 ticks servers in Valorant.
CS:GO is still using 64 ticks servers.
the difference lies in that.
because they don't know anything about FPS and tick servers at all.
you can play CS:GO with mid range gaming computers with more than 80 FPS.
you don't need to have high end gaming computers for CS:GO.
for Valorant, you will require high end gaming computers to get more than 60 FPS.
p.s there are a lot of people using laptops to play multiplayer online games compare to desktops.
Oh man you have no clue. Next you say there is no difference between 60 and 144Hz monitor.
high FPS = smooth Gameplay
Low FPS = laggy Gameplay
and i can guarantee xcom 2 is not using 128 tick rate at all.
likewise, R6 is not using 128 tick rate servers too.
even PUBG don't use 128 tick rate servers as well.
Valorant uses 128 ticks servers.
CS:GO uses 64 ticks servers.
I will tell you for a fact that if the user input was limited to 32tick intervals, nobody would even be able to notice. 64tick is a very high refresh rate for human input. Even if a person is strafe spamming ("ADADADA"), they are performing these actions at a muchslower rate than 64Hz.
64Hz is plenty of accuracy for human input. Your movement isn't even affected by the server unless you are lagging considerably, since your movement is predicted client-side. How smooth your display is depends on:
A) The current FPS you are getting.
B) Monitor refresh rate.
Again, you still benefit from a 120Hz monitor on 64tick because your client is still interpolating between packets.
TL;DR? Humans can not overload 64tick with keyboard or mouse input, and because of this fact, servers and clients can interpolate the data given and provide a near perfect experience that will not be improved by 128 tick.
THEORY: The improvement is an illusion.
Sure, 128 tick is better. But not noticeably. Feel free to use it in your league, but please stop demanding Valve to upgrade all of their servers on baseless accusations. 128tick is expensive.
Thank you for reading and feel free to flame me. :)
A closing note: I can actually attest to poor performance sometimes with hit registration on the MM servers, but I will never attribute it to the fact that they are 64tick. 64tick being the cause of poor performance simply does not make sense.
from here
https://www.reddit.com/r/GlobalOffensive/comments/4bdaxk/64_tick_vs_128_tick_argument/
While this will always be technically true, nobody pays attention to just how much performance gain there is.
First you need to understand how source servers determine if someone is hit.
Source servers keep a small buffer of "where people were" for a default of 1 second behind the actual time. When "bullet" packets reach the server, the server examines the time that the packet was sent, applies the current latency of the client that it came from, and then looks in it's player buffer to see if the bullet actually hit anything.
For example, say the server receives a bullet that it determined should have hit 150 milliseconds ago. On 64tick it would take ticks 9 and 10, and then interpolate around 9 milliseconds between them to determine the exact location of the player. With this system, 128 tick will have little to no gain over 64 tick performance, while still requiring double the amount of resources.
FACT: The only elements that will degrade hit registration performance are:
A) Latency fluctuation. This may be cause anywhere between the client and the server with the packets sent or received being delayed by an unpredictable amount of time. This of course throws off how the server predicts when the shot happened. B) Poor server bandwidth. If packets are dropped, they will not reach the server and the server will not process certain events that the client is performing. C) Overloading. When servers are overloaded, their tick rate may drop below desirable thresholds. While this is stating low tick rate is directly associated with poor hit registration, this only applies to tick rates below a certain lower threshold and not 64 tick.
FACT: If a client had a constant stable latency, the server isn't choking, and no packets are dropped, hits would never fail to register. The client sees exactly what the server sees, but it is delayed by latency and distorted by packet loss.
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what is the point of having 128 tick rate servers when your ping is always 50 to 150.
your ping also affects your in-game performance.
having better tick rate servers doesn't reduce your Ping at all.
high ping and high FPS, laggy gameplay.
low ping and low FPS, laggy gameplay.
low ping and and high FPS, smooth gameplay.
p.s there is no middle ground for this at all.