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MULTI Call of Duty: Black Ops IIII

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Ach geil und das gilt echt für PS4? Ist mir noch nie aufgefallen, danke für den Tipp :).

Klar ist mir aufgefallen das wenn der Download läuft samt mp Match, das es langsamer geht wie ein sp Game. Oder hast du dabei immer mp gezockt?

Bis jetzt bin ich gut damit gefahren. So bald du irgendwas an hast ladet die Kiste ja nur noch Minimal. Am besten 15 min Ruhemodus und fertig was aber sicherlich bei den Server auch nicht immer 100% klappt.
 
Das System ist generell scheiße. Völlig egal, ob man sich die Sachen umsonst ohne Lootbox freispielen kann oder nicht. Hudson bei Level 199, wo sie genau wissen, was für ein fan favourite das ist, können die sich mal schön genüsslich in den Arsch schieben, das System...
 
Hudson aus Black Ops 1 (und 2), kam jetzt mitm Black Market Update zu den Blackout Charakteren dazu:
latest

http://callofduty.wikia.com/wiki/Jason_Hudson
 
Tick Rates: MP went from 60hz to 20hz and Blackout now at 60hz~20hz from 20hz max
Introduction
I was doing a bit of testing with Wireshark to see where the multiplayer servers were located and I noticed that the server send rate is 20hz instead of the 60hz value it was at in the beta.

Here is some terminology that I will be using below:
  • Client: your system (PS4/Xbox/PC).
  • Server: Treyarch's system through which all clients (players) in a match connect.
  • Send rate: rate at which update packets are sent between systems. This is also known as update rate and is commonly confused with tick rate which is something entirely different.
  • Tick rate: the rate at which the game itself is simulated on a system.
  • Client send rate: rate at which a client sends updates to the server.
  • Server send rate: rate at which the server sends updates to a client.
Battle(non)sense made a videoHere is an imgur albumviewed on a map here. I connected to a dedicated server every match. I had quite a high ping to the New Jersey servers and a lower ping everywhere else. Something to point out is that the in-game ping graph showed a 50-60ms ping to the California and Illinois servers, but a ping from my computer to those same servers is 12-13ms. I'm not sure what causes such a mismatch there (if not the processing delay on the server).

Testing
I performed the testing with Wireshark where I measured the send rate in each direction between the server and my system based on the packets sent to and from the server. I connected to 7 different multiplayer servers (in four different locations) and each showed a client send rate of 60hz and server send rate of 20hz. My testing was performed on a PS4 Pro with a wired, fiber connection.

Here is an imgur albumviewed on a map here. I connected to a dedicated server every match. I had quite a high ping to the New Jersey servers and a lower ping everywhere else. Something to point out is that the in-game ping graph showed a 50-60ms ping to the California and Illinois servers, but a ping from my computer to those same servers is 12-13ms. I'm not sure what causes such a mismatch there (if not the processing delay on the server).

The servers that I connected to can be viewed on a map here. I connected to a dedicated server every match. I had quite a high ping to the New Jersey servers and a lower ping everywhere else. Something to point out is that the in-game ping graph showed a 50-60ms ping to the California and Illinois servers, but a ping from my computer to those same servers is 12-13ms. I'm not sure what causes such a mismatch there (if not the processing delay on the server).

Conclusion
The server send rate has been lowered from 60hz to 20hz causing more inconsistency compared to the beta due to the fact that there is (on average) triple the amount of time between server updates. Also, it would seem that matchmaking sometimes chooses servers that are undesirable in terms of latency.
It would be nice to have the ability to whitelist server locations which give the best experience to prevent this from happening.

These results are (for now) valid only on PS4 as I do not have access to the other platforms. I'd assume they are the same, but you never know. I'd be interested to see if anyone finds different results than I did on other platforms.

As a side note, it would seem that the Blackout client send rates have been upped to 60hz. The Blackout server send rates fluctuate from 40hz as the match starts down to 20hz (with frequent jumps up to 25-30hz) after that. I was not getting consistent results here-- in some matches the server send rate averaged 15hz dipping as low as 10hz.
 
Bei Pubg fällt es mir mit meinem Zockpartner leichter, Siege einzufahren. Bisher sollte noch kein Sieg in Blackout rausspringen, ich werde noch wahnsinnig!

Was sind denn eure favorisierten Absprungorte?
 
Bei Pubg fällt es mir mit meinem Zockpartner leichter, Siege einzufahren. Bisher sollte noch kein Sieg in Blackout rausspringen, ich werde noch wahnsinnig!

Was sind denn eure favorisierten Absprungorte?

Für mich war es bis jetzt Solo leichter als 2 und 4 er Team. 4 er Team war mit meiner Gruppe eher Stressig. Egal wo man Abspringt, irgendwie ist das immer ein Glücksspiel. Rivertown mag ich sehr weil das immer ein bisschen was von Splintercell hat mit dem schleichen von Haus zu Haus,allerdings nur im Solo.
 
Meine Statistiken sind Solo auch um einiges Besser als im Duo oder Trupp, gereicht hats dennoch noch nicht.
Rivertown, werde ich mal versuchen. Aber kleine, abgelegene Plätze die sich lohnen gibts dann wirklich garnicht, oder?
 
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