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Thread: Summer patch, tickrate

  1. Registered TeamPlayer chray00's Avatar
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    #31

    Re: Summer patch, tickrate

    "Today we have planned to start our retail testing of high tickrate for PC. The end goal is to get enough data to make confirm our findings when it comes to server and client performance, and in the end allow Rental Server Providers to rent out high tickrate servers to players."

    https://www.reddit.com/r/battlefield..._testing_plan/
    Last edited by chray00; 09-16-15 at 03:14 PM.

  2. Registered TeamPlayer chray00's Avatar
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    #32

    Re: Summer patch, tickrate

    (Feels like I'm the only here who cares about it, but whatever, I'll jerk it off all by myself in this thread)

    Tests ended yesterday, the previous reddit thread has been updated with the results, giving good insight on what physical servers will be able to handle

    SET 1 (64x4 players) - Wednesday 9/16 DONE:

    30hz - 64x4 Conquest Large (base game maps) [Base line] DONE
    45hz - 64x4 Conquest Large (base game maps) [Works fine] DONE
    60hz - 64x4 Conquest Large (base game maps) [Our top limit, red icons across the board] DONE
    60hz - 64x2 Conquest Large (base game maps) [issues at second instance round end (expected)] DONE
    60hz - 64x1 Conquest Large (base game maps) [left overnight] DONE, works fine but degraded faster than expected



    SET 2 (32x4 players) - Thursday 9/17:

    30hz - 32x4 Conquest Small (base game maps) [Base line] DONE
    45hz - 32x4 Conquest Small (base game maps) [Works fine] DONE
    60hz - 32x4 Conquest Small (base game maps) [Works fine] DONE
    75hz - 32x4 Conquest Small (base game maps) [Works fine] DONE
    90hz - 32x4 Conquest Small (base game maps) [Works fine (!)] DONE
    120hz - 32x4 Conquest Small (base game maps) [Works mostly, saw orange server icons - so limit] DONE
    60hz - 64x1 Conquest Large NO H20 (base game maps) [left overnight - no water maps], works fine, degradation gone



    SET 3 (20x4 players) - Friday 9/18:

    30hz - 20x4 Team Death Match (base game maps) [Base line] DONE
    45hz - 20x4 Team Death Match (base game maps) [Probably will work fine] SKIPPED
    60hz - 20x4 Team Death Match (base game maps) [Probably will work fine] DONE
    75hz - 20x4 Team Death Match (base game maps) [Probably will work fine] SKIPPED
    90hz - 20x4 Team Death Match (base game maps) [Probably will work fine] DONE, works fine
    Server interruption - we will continue tests on monday for the remaining items
    60hz - 64x1 Conquest Large NO H20 (base game maps) [left weekend - no water maps] Works fine, degradation gone



    SET 4 (20x4 players) - Monday 9/21:

    120hz - 20x4 Team Death Match (base game maps) [works fine] DONE
    144hz - 20x4 Team Death Match (base game maps) [works fine] DONE
    90hz - 64x1 Conquest Large (base game maps) [works fine, slight hiccups] DONE
    120hz - 64x1 Conquest Large (base game maps) [server takes a severe hit - limit] DONE

    https://twitter.com/tiggr_/status/646095431768797184

    "High tickrate: THANK you all for the help testing this! We will now wrap up, and work on the coming (beta) release for PC RSPs!"

    I realize we have absolutely no idea when those beta servers will be made available (could be months as far as we now), but I cannot help but be excited at every little piece of news.
    Last edited by chray00; 09-22-15 at 03:29 PM.
    Thanks dex71 thanked for this post

  3. Registered TeamPlayer dex71's Avatar
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    #33

    Re: Summer patch, tickrate

    I'll just thank you for the update. Potemkine will be here shortly to help with everything else. lol

  4. Registered TeamPlayer Allane's Avatar
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    #34

    Re: Summer patch, tickrate

    Sounds like they optimized for 60hz, 64 man conquest large for once. Given how most people play at 60fps anyway, no need to make the server more unstable than necessary.

    Sent from my LG-D850 using Tapatalk
    "In matters of style, swim with the currents... in matters of principle, stand like a rock."
    -Thomas Jefferson

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