Netcode fix

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gatekeeper
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Netcode fix

Post by gatekeeper » Tue Jun 03, 2014 12:29 pm

Apparently rolling out this week.

http://blogs.battlefield.com/2014/06/ne ... lling-out/

Small number of 64-player servers will receive the patch, then as long as server load is ok, will increase to the rest of the user base on 64-player large. From what I read, it looks like 48 and under will get the patch immediately. Doubt the adaptive player count servers will get the patch first.

One thing that bothers me is the "bubble" setting - I can see a lot of folks turning that off just to be an asshole.

PC
• Improved/reduced explosion induced camera shake
• Character collision improvements
• Fix to reduce object damage mismatch between client/server.
• Fix explosion packs not being able to be shot sometimes
• Improvements for client side packet loss
• Client crash fixes
• AMD Mantle multi-GPU improvements
• Carrier Assault game mode reports bug fix
• High Frequency Network update
- Added High frequency “bubble” updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles
- Added option to control client side update rate setting
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purebeau69
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Re: Netcode fix

Post by purebeau69 » Tue Jun 03, 2014 2:03 pm

I like bubbles
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gatekeeper
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Re: Netcode fix

Post by gatekeeper » Tue Jun 03, 2014 3:55 pm

purebeau69 wrote:I like bubbles
asinine quote from pure... check
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swolenator
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Re: Netcode fix

Post by swolenator » Tue Jun 03, 2014 5:21 pm

From what I read it was released on pc today that test waiting is for Ps4 Xbox one. It is just a matter of the pc servers updating and turning it on. I believe servers can turn it off. As far as turning the bubble off on the user end it is supposed to have zero affect on those with it on high. Because when the server has it on you have to send 30 tick to the server all the bubble option does is change what you see and receive 10,20-,30 tick. From what I have heard it doesn't affect other users if you put it on low because they have to send 30 to the server so everyone is sending the same amount of info to the server as to where they are. So someone with it off will probably be like 8 or 9 frames behind what the person on high sees but they will be at where the person on high sees.

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