Results 1 to 8 of 8

Thread: Tickrate graphs between Paladins and Overwatch

  1. #1
    Member Baronet Lugenpresse's Avatar
    Join Date
    Jan 2017
    Posts
    104
    Level
    25
    Points: 1,834, Level: 25
    Level completed: 34%, Points required for next Level: 66
    Achievements:
    3 months registered Closed Beta Tester Tagger Second Class 1000 Experience Points Forum Tier 2

    Tickrate graphs between Paladins and Overwatch

    I downloaded wireshark and recorded the send and receive rates for UDP traffic during a game session in Paladins and Overwatch, respectively. The resulting graphs show the packet send rates on a blue line and the packet receive rates on a red line. Each is known as client's tickrate and the server's tickrate, respectively. The client's tickrate is different from the framerate, the former deals with netcode the latter deals with graphics rendering.

    Here is the graph for Paladins:
    https://i.imgur.com/IFlUULf.jpg

    In Paladins, the client tickrate was ~72hz and the server tickrate was ~27hz.

    Here is the graph for Overwatch:
    https://i.imgur.com/z2AiGK5.jpg

    In Overwatch, the client tickrate was ~65hz and the server tickrate was ~65hz. The client tickrate would frequently spike to ~100 and I believe this happened every time I died and respawned in the game.

    Edit: I found a video that's old but still supports these results: https://www.youtube.com/watch?v=EOO3S1uStXs. The uploader has a good explanation.

    Edit 2: Conclusion: Player positions in Overwatch are more accurate than in Paladins. Projectile positions in Paladins are more accurate than in Overwatch. Paladins makes up for low server sending rate by putting huge af hitboxes on everything.
    Last edited by Lugenpresse; 09-13-2017 at 05:41 PM.

  2. #2
    Member Baron CrazyLasagna's Avatar
    Join Date
    Jun 2017
    Location
    Chinatown
    Posts
    212
    Level
    19
    Points: 1,281, Level: 19
    Level completed: 81%, Points required for next Level: 19
    Achievements:
    31 days registered Closed Beta Tester Forum Tier 2 1000 Experience Points
    Ok sooo um... try to explain this patiently to a noob who has no idea what you're talking about...what's the importance of this?
    Last edited by CrazyLasagna; 09-13-2017 at 05:10 PM.
    Oh, did I offend you? Is my opinion in some way conflicting yours? Are you mad at me? Well, guess what?

    I DON'T CARE




    Just some shitty asshole on the internet

  3. #3
    Forum Moderator King Wallachia's Avatar
    Join Date
    Nov 2016
    Location
    Planet Namek
    Posts
    6,737
    Level
    100
    Points: 145,882, Level: 100
    Level completed: 0%, Points required for next Level: 0
    Achievements:
    Closed Beta Tester Overdrive Tagger Second Class 3 months registered 50000 Experience Points Forum Tier 4
    Awards:
    Discussion Ender
    So this means that Paladins is faster and Overwatch is faster only during death and respawn?
    *Disclaimer: I am a volunteer moderator. I work on best judgement and do not speak on behalf of Hi-Rez Studios.*

    Wondering why a thread was closed or deleted? Check out the Forum's Code of Conduct.

    HiRezPixieKittie's Personal Power Ranger.

    This Forum Moderator is now Semi-Automatic
    "Wallachia is seeing a significant increase in potential ban speed and overall ban-feeling. Ban carefully and be conscious of your decreasing accuracy as you take advantage of the new ban rate!"

  4. #4
    Member Baronet Lugenpresse's Avatar
    Join Date
    Jan 2017
    Posts
    104
    Level
    25
    Points: 1,834, Level: 25
    Level completed: 34%, Points required for next Level: 66
    Achievements:
    3 months registered Closed Beta Tester Tagger Second Class 1000 Experience Points Forum Tier 2
    My conclusion from this is that the positions of players in Overwatch will be more accurate than in Paladins because the Overwatch servers are sending twice as many updates to clients than Paladins servers are. But the projectile positions in Paladins will be more accurate than the ones in Overwatch because the Paladins clients are sending more updates to the servers and projectile positions can be entirely calculated.

    Basically, it's easier to dodge in Overwatch and harder to aim. In Paladins it's easier to aim and harder to dodge.

    I found a video of a guy explaining overwatch vs paladins netcode. It's 1 year old but the send and receive rates are about the same as my experiment. But this guy did a more detailed analysis, I added a link to it.

  5. #5
    Member King ThatOthell159's Avatar
    Join Date
    Sep 2016
    Location
    Be back in a few months. This opportunity won't last, gotta go work on it while I can.
    Posts
    6,892
    Level
    100
    Points: 186,348, Level: 100
    Level completed: 0%, Points required for next Level: 0
    Achievements:
    Closed Beta Tester Overdrive Tagger Second Class Forum Tier 4 3 months registered 50000 Experience Points Forum Tier 2
    Awards:
    Community Award
    I can confirm.

    Go to Paladins' directory > ChaosGame > Config > DefaultEngine.ini

    Under [Engine. DemoRecDriver] you see NetServerMaxTickRate=27

    Your post is real news. Paladins really need a better tickrate, explains why the delay is so bad (ex. Drogoz's salvo) compared to other games even with the same ping.
    When half the population of a society gets offended by words, phrases or opinions, I don't view them as degenerates or snowflakes. I view them as opportunity.

    Time for me to go work on this "opportunity" and get some easy $$$, talk to you guys later forum members. Will be back in a few months.

  6. #6
    Member Baron R3ViSiON's Avatar
    Join Date
    Nov 2016
    Location
    NSW, Australia
    Posts
    206
    Level
    31
    Points: 2,601, Level: 31
    Level completed: 1%, Points required for next Level: 149
    Achievements:
    Closed Beta Tester 3 months registered 1000 Experience Points Forum Tier 2 Tagger Second Class
    We need them A1 Servers.
    "Thank you for reading me."
    - Signature

  7. #7
    Member Prince OzzyOzzy's Avatar
    Join Date
    Oct 2016
    Location
    Paying respects to Torvald's grave
    Posts
    2,123
    Level
    100
    Points: 54,734, Level: 100
    Level completed: 0%, Points required for next Level: 0
    Achievements:
    Closed Beta Tester 3 months registered Tagger First Class Forum Tier 4 Overdrive 50000 Experience Points
    Quote Originally Posted by Lugenpresse View Post
    Basically, it's easier to dodge in Overwatch and harder to aim. In Paladins it's easier to aim and harder to dodge.
    Great. So that's why the lowering in TTK feels much more noticeable as time goes on. And the complete removal of movement legendaries soldifies this.
    EVERYTHING AFTER OB 50 SUCKS. Except 52, 55, and 56. I KNEW YOU WELL, TORVALD...
    My opinion on champion switching, godammit.

    Quote Originally Posted by OzzyOzzy, about buffing Skye
    In short, Skye's butt needs more veritcal movement, but less damage capability.
    Strong advocator for Ying in a Nurse outfit.
    ~PALADOODLES~
    My Fan-art thread! (SFM EDITION RELEASED)

  8. #8
    Member Baron
    Join Date
    Dec 2016
    Posts
    304
    Level
    31
    Points: 2,745, Level: 31
    Level completed: 97%, Points required for next Level: 5
    Achievements:
    Closed Beta Tester 1000 Experience Points Forum Tier 2 3 months registered Tagger Second Class
    Quote Originally Posted by Lugenpresse View Post
    My conclusion from this is that the positions of players in Overwatch will be more accurate than in Paladins because the Overwatch servers are sending twice as many updates to clients than Paladins servers are. But the projectile positions in Paladins will be more accurate than the ones in Overwatch because the Paladins clients are sending more updates to the servers and projectile positions can be entirely calculated.

    Basically, it's easier to dodge in Overwatch and harder to aim. In Paladins it's easier to aim and harder to dodge.
    Well, the server tickrate is not only how often data are send, but how often the game is refreshed on server, so tickrate from client shouldnt make any difference as long as it is not lower? At best this data could be used for rewinding.

    Also projectiles in Paladins shouldnt be much of a problem even for tickrate 27, but it is possible to get less hits on fast firing hitscan against diagonally moving player if detection isnt client side.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •