Bad Tick Rate Compilation

I put together a compilation of moments showcasing the bad tick rate in multiplayer. This is the one thing about this game that’s bothering me the most.

https://drive.google.com/file/d/1AOzFRUULnckREDqLd6YrPYvNwS1L4T1S/view?usp=sharing

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Have you got a PC? Can you test for the tick rate? Nobody has tested and confirmed it yet that I can find.

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You’re a saint for doing this. Thank you. I feel super validated now

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this is every single game…

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Here’s another clip for you courtesy of myself and the crappy desync in the servers.

My POV (in game):
https://gamerdvr.com/gamer/k0nceptuk/video/149053686

Enemy POV (theatre):
https://gamerdvr.com/gamer/k0nceptuk/video/149053723

How are we supposed to not get frustrated and pissed off when shiznet like this is happening virtually every single game?!

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Tick rate fluctuates but I would say average is server tick rate is approx 50-60 but client side is less than half of that most games.

this game feels like its engine runs at 30 fps

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My entire multiplayer experience in a nutshell right here.

This isn’t lag? Your saying this is the servers? I don’t get this every game. Sometimes I get desync in a full game or two but not this.

From what I am to understand most of that is desync and lag is desynchronization?

What’s going on is that the servers are seeing something completely different than what is on your screen. There’s SEVERE packet loss on these servers. Even with low ping, player location, data, etc. will still get lost. There’s a video of Launch Site where the server is seeing a warthog stuck on a ledge while the game locally has continued on. The server thinking you are in one place when you are actually in another then communicates your incorrect location to an opponent and they see you where the server thinks you are. Allowing them to kill you in their game when in your game your down the hall and around the corner. There needs to be rollback. It currently seems like the server is it’s own god and whoever has the ear of the server first gets the kill.

whoever has the ear of the server first gets the kill.

So let me put it to you this way. I get a 7ms to my closest server on fiber. I have been talking to my isp because I think this desync is isp related. As a matter of fact I’m sure I am seeing this desync because of something isp related to me. Look at snip3down, other streamers they doesn’t ever see this type of desync.

Like I said I get 7ms I would think I ALWAYS have the ear of the server. Your telling me I don’t sometimes and it is the dedicated azure servers fault?

Note- Genuine question and I appreciate the ear. Kind of new to dedicated servers.

My goodness please. In Australia this is horrible! For some reason on top of all this. Instead of aussie servers I am getting put onto Mid West USA servers. Booted into a match of ranked and i hear Americans talking and they even said they were playing from the States. WHY?!?! This is ranked. Every ms matters. Yet I’m getting thrown onto 200+ ping servers with other Onxy players and expected to compete somehow? ON top of all these desync errors and stuff. Its literally my only massive grip with ranked atm.

When you go to azure’s website you can check the ping between the servers in their network. I don’t understand why when you connect to either halo 5 or infinite servers they don’t just bond you to that server than let you use their commercial or ent trunk feeder or fiber to go to the different data centers.

So in other words if your aus and the fastest rout would be sat from aus to west us then it would use sat being commercial or ent it would feel closer to LAN than what it is now. I think that is what they are going for with azure.

Ya its absolutely ridiculous. 343 is owned by Microsoft…ya know, the company that runs azure and is one of the largest cloud service providers in the world, but hey thanks for the cheapo servers 343. I’d rather have p2p lobbies than these “servers” that can’t even run matchmaking half the time.

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Perhaps I worded that incorrectly. I think I meant irregardless of who has the ear of the server first it’s whoever’s packets made it first or made it at all’s inputs get priority execution,

Low ping or not, the problem is packet loss. I’m not all that technically knowledgeable about how servers work but from what I’ve read and interpreted from videos I’ve watched about the problem. That seems to be the cause of desynchronization. The game/servers are terrible at actually communicating with each other.

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If you think about it the pipe going from you to the server and then back again is you. I don’t understand how a server could be responsible for packet loss in that case.

Your responsible for the connection to said server and the packet loss that accompanies it. Not the server. However for some reason to me, and I have fiber is that some servers there seems to be something wrong with them.

I have 0 packet loss when I test my connection in the XBox Settings, and 24 ms ping. The game feels like 200 ping does in other games, all the time.

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I would get killed while running behind a cover with that ping as well. There are some matches with 20 ping which look fine to me. But I’ve noticed kills like this as well.

The dude in the video explaining ping/packet loss tested it without running Infinite. No packet loss. Low ping. Then he ran the test with Infinite running ping stayed low but packet loss skyrocketed.