Shot standing behind a wall: why isn't Overwatch's tick rate higher?

The Overwatch launch, in terms of server performance, is going very well. But there's an issue the community feels is being ignored and they would like to see changed. It's the game's tick rate.

The tick rate is how often a server updates every second. Generally the higher it is, the more responsive the game. In Overwatch it is the tick rate that's responsible for you sometimes taking damage even though you've run behind a wall, or for your ultimate not going off at that crucial moment even though you swore you pressed it.

There's a delay, you see, between your command, the other people's commands, and how quickly the server can deal with all those. To deal with this Overwatch uses some really nifty tricks and also tends to favour the shooter where there are discrepancies, although there are exceptions to this (see this detailed but understandable video on the topic).

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from Eurogamer.net http://ift.tt/1WQmL93

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