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Netcode fixes incoming

 
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NTolerance
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Joined: 13 Jul 2005
Posts: 1044

PostPosted: Thu May 15, 2014 1:56 pm    Post subject: Netcode fixes incoming

https://www.youtube.com/watch?v=RcfhPHXvyyk
https://www.youtube.com/watch?v=jDmb3aO0rF8

Things are about to get better dudes. Good times.
JoeSwindell
Forum Veteran


Joined: 12 Sep 2005
Posts: 1612
Location: Roanoke, Virginia

PostPosted: Thu May 15, 2014 4:38 pm    Post subject:

wow 10 was the tick rate...that's terrible.

"There's a lot going on, that's why it's so low"
Uh great? That's not how you build things...that's why I hate when one team builds an engine, then another does the game.


Battlefield 4 = test environment for Star wars battlefront.
NTolerance
Administrator


Joined: 13 Jul 2005
Posts: 1044

PostPosted: Thu May 15, 2014 4:50 pm    Post subject:

For the network geeks:

http://i.imgur.com/piERJae.png


Rumor has it that the reason for the low tick/update rate was due to MS requirements for a game to be published on the Xbox 360.
JoeSwindell
Forum Veteran


Joined: 12 Sep 2005
Posts: 1612
Location: Roanoke, Virginia

PostPosted: Thu May 15, 2014 5:13 pm    Post subject:

I'm in CTE btw...I can also check on xbox publishing guidelines as I'm in that too.

edit: I already know the xbox stuff...at least xna to 360 you can set the frame rate independent of game logic rate and there are no guidelines.

The only thing's that are restricted are max refresh rates on things like phone which is locked at 30.

But refresh and game logic is easily separated and I've never seen on the indie side a guideline to say otherwise...and 99% of everything on core dev side MUCH more relaxed then indie.
Dynamite Dan
Deputy


Joined: 19 Jun 2004
Posts: 4299
Location: Blackburn, Lancashire, UK

PostPosted: Fri May 16, 2014 7:20 am    Post subject:

JoeSwindell wrote:

Battlefield 4 = test environment for Star wars battlefront.



I'm Good with that.
NTolerance
Administrator


Joined: 13 Jul 2005
Posts: 1044

PostPosted: Wed May 28, 2014 12:57 pm    Post subject:

Maybe we'll see some better netcode next week?

http://www.reddit.com/r/battlefield_4/comments/26nus8/new_cte_patch_and_info_on_patch_for_live_client/
Super Wabbit
CH Administrator


Joined: 18 Apr 2004
Posts: 3667
Location: Raleigh, NC

PostPosted: Wed May 28, 2014 4:16 pm    Post subject:

This patch is gonna make me suck.
NTolerance
Administrator


Joined: 13 Jul 2005
Posts: 1044

PostPosted: Tue Jun 03, 2014 10:57 am    Post subject:

MTLMortis
Forum Veteran


Joined: 25 May 2014
Posts: 515

PostPosted: Tue Jun 03, 2014 3:42 pm    Post subject:

CARRIER HAS ARRIVED

http://battlelog.battlefield.com/bf4/news/view/new-netcode-update-rolling-out/

We’re happy to announce that we’ve released an update for PC, PS3, and X360 today containing the new improved “Netcode” for Battlefield 4. The update will be released later this week on PS4 and Xbox One.

This update has been developed using the CTE (Community Test Environment) on PC (you can sign up if you haven’t done so already at http://cte.battlelog.com), and is the first update being deployed using your gameplay feedback.

The number of changes possible in this update would be difficult to pull off without the continued support from our community, both through direct constructive feedback and telemetry data gathered on the CTE.

High Frequency Network Update
For the PC, PS4, and Xbox One platforms, we are adding something we nicknamed the “High Frequency Bubble”. Within a certain radius of the player, we add the possibility to update the clients at a higher rate from the server. What this essentially means is that the server will update the client on what is happening more often than before. This normally results in a smoother, more “correct” player experience.

The High Frequency Update is by default turned OFF in this release. You will have to enable this setting to take advantage of the improved networking. To support players with a limited bandwidth connection, we support three different levels: LOW, MEDIUM and HIGH. Most players with a connection faster than 1Mbit upload and 1Mbit download should be fine using the HIGH setting. If you experience any issues, lower or turn off the setting completely.

Playstation 4 and Xbox One Server Performance
The High Frequency Update will be rolled out to all 48 player servers and on a small set of 64 player servers immediately. We will then keep a close eye on the larger servers to make sure server performance stays good in the live environment. If all goes well, all servers will be supporting the high frequency update after 24 hours or rollout and testing.

PC Server Performance
On PC the RSPs are responsible for enabling the feature at their discretion, we expect most to do so as soon as possible.

Video Comparison
When testing our “High Frequency Bubble” changes to the network layer in Battlefield 4, we made sure to employ a measurable end-user experience metric. To do this, we have been using a 60fps video camera to capture two clients connected over the internet, and counting frames to get before and after results:

Future Plans
This is the first release to contain CTE-tested “Netcode” fixes and improvements. We are still hard at work with additional improvements and tweaks to better our network experience that did not make this release.

We hope to utilize the Community Test Environment for future release to ensure quality and stability across all platforms. If you wish to take part in this testing, the CTE still has slots open. The current requirement is to own a PC copy of Battlefield 4 with a Premium memebership to sign up at http://cte.battlelog.com

Update Details

PC
• Improved/reduced explosion induced camera shake
• Character collision improvements
• Fix to reduce object damage mismatch between client/server.
• Fix explosion packs not being able to be shot sometimes
• Improvements for client side packet loss
• Client crash fixes
• AMD Mantle multi-GPU improvements
• Carrier Assault game mode reports bug fix
• High Frequency Network update
- Added High frequency “bubble” updating player movement, stance, rotation, damage and projectiles at a separate rate on foot and in vehicles
- Added option to control client side update rate setting
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Super Wabbit
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Joined: 18 Apr 2004
Posts: 3667
Location: Raleigh, NC

PostPosted: Tue Jun 03, 2014 4:20 pm    Post subject:

So I'm sitting at work watching the server serve, what are the first impressions? Can you tell a difference?
3rdRcn
CH Administrator


Joined: 13 Feb 2005
Posts: 2887
Location: Peoples republic of Md.

PostPosted: Wed Jun 04, 2014 8:26 am    Post subject:

Super Wabbit wrote:
This patch is gonna make me suck.


Don't be blaming it on the patch.
[DC]ClavisApocalypticae
Deputy


Joined: 15 Jan 2005
Posts: 1007

PostPosted: Wed Jun 04, 2014 10:33 am    Post subject:

I still die behind cover and trade kills, but overall it does feel a bit tighter. I'm hoping they make further refinements in upcoming CTE-directed patches.
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Super Wabbit
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Joined: 18 Apr 2004
Posts: 3667
Location: Raleigh, NC

PostPosted: Wed Jun 04, 2014 10:38 am    Post subject:

Did everyone actually remember to turn their High Frequency whatever to high? I spent half the night with it off and was worried that nothing was fixed!
ProfessorZ
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Joined: 21 Apr 2004
Posts: 1488
Location: Arab, AL

PostPosted: Wed Jun 04, 2014 10:51 am    Post subject:

I turned it on and immediately crashed the helo I tried taking off with. Sad

After that I saw a time when my network packet loss icon flashed more than usual, and that resulted in my jumping way higher than expecting and overal more rubberbanding. Sad

Eventually my network settled down and after that I didn't really notice much of a difference in gameplay *shrugs*
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[DC]ClavisApocalypticae
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Joined: 15 Jan 2005
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PostPosted: Wed Jun 04, 2014 1:01 pm    Post subject:

Keep in mind that they recommend lower settings if you have connection issues. Maybe try something other than high and see how it works?
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