This still seems very simple for EA/DICE to just let it through without adding … “O btw kick/ban will be an additional 10 buks a month for consoles and 20 on PC yours truly EA/DICE”
I’m pretty confident it’s a flat rate setup. Cloud services run hourly usage rates. So they packaged 64p @ 60hz and called it a day. Easier to work with. Yeah my hunch, but I’m pretty confident in it.
Yeah, PC rental should cost less, it’s not like it’s taking $ony or M$ licensing into account.
Scripting support or not, that’s a mere standard ands to pay for it and accept it just erodes what would once be considered sacrament.
I was hoping to run a server on my own but I doubt it now if these prices are truly reflective.
Consoles run at 45Hz, PC runs default 60Hz. Higher hertz = more cpu/ram and bandwidth usage. “I think” PC is also getting optional ticks as well. 30. 40/45, 60, 120 maybe even 144hz.
There’s an absolute reason as to why the servers tickrate (at least in Beta) was listed in the server results for each server. If everything is the same there’s no point in listing it.
@Ronin0ni I’m pretty sure David Sirland Tweeted it just after Alpha or Beta.
@KingTolapsium
You know more about the console side. Didn’t Tiggr (David Sirland) confirm 45Hz default for Console? You got any of those Tiggr posts bookmarked to back it up?
edit.
I did some digging and all I could find (at least for now) was a Tweet from jjju about 60Hz being a goal … Alpha console was 30Hz.
The pricing for PC is a comparison with what it would cost on the consoles. The pricing is for 32 players and not 64 players. Consoles can only handle 32 players. Double the price and that is what it is going to cost for a 64 player server. It is actually slightly more then a bf4 64 player server but BF1 has 60hz where BF4 was only 30hz. So I expected this. I actually thought it would be more.
There are more factors at play than one value. I’m seeing less visual glitches that are associated with high ping/high loss, so the prediction is better with the newer code.
I’ve been shot like a foot around cover, but I can’t say that any of my deaths feel cheap like they did in bf4, I’ve yet to really mess around with playing out of region, but in region play is much better for me.
The guns on average are quite a bit slower, I think that also helps things significantly.
well if that is the case, this is incredibly cheap. This is half of what it cost me to run a BF4 server, 64 players @ 30 hz. I just have to worry about quality.
Currently the tickrates are stuggling to keep 60hz. I have hit as low as 21.
@Axlerod1 Tickrate dropped to 21 or FPS dropped to 21?
The only way the server tickrate could drop lower than 60 is if the server tick processing time ( SrvTick ms ) exceeds the 16.66ms threshold. SrvTick (ms) tells you how long it takes the server to process a tick (gamestate update). 1000ms / 60 tick = 16.66 … One update every 16.66ms, 60 updates a second.
1000ms / 21 = 47.619ms … This would cause the server to crash. Hell processing only 55/58 a second would cause the server to crash. That’s roughly 17-18ms per tick.
FPS drops/instability have been reported. Could be a client side: optimization issue, DirectX issue, GPU Driver issue.
edit …
Not sure if the netgraph is enabled in the release or not. If so, open it up when you start having problems, screenshot and shoot me a PM.
I believe there’s an option in advanced settings. If not I think the command is: NetworkPerfOverlay.Enable 1
Yes I should have said FPS, I am going to try and run the netgraph tomorrow. I have been updating and doing other things. with a new 1080 though, I should not be getting low FPS.