|
|
|
Does anyone know how to find the tick rate of my isp via an app or some other method. Im on zen fttp, I also would like to check warzones tick rate anyone have any ways of doing that. 👍
|
|
|
|
Most ISPs don't even publish a basic ping (latency) or jitter service level, so I'd doubt very much you're going to find tick rates noted, unless its actual users with real world experience. Maybe one of the specialist gaming ISPs might provides this?
In general terms, latency/response times are going to hugely vary based on location/geography and ISP core network, particularly their backhaul provision from the serving exchange to their own network.
Its almost impossible to say with any certainty.
|
|
|
|
I'm not familiar with a tick rate but it sounds like something set on a per-application basis and not controlled by the ISP
|
|
Register (or login) on our website and you will not see this ad.
|
|
|
|
the tick rate is the number of updates received from the server a second, usually 20-60 small packets, any broadband connection is going to have enough bandwidth to pass these.
|
|
|
|
Also the tick rate is set by the server, warzone has pretty low tick rates as far as fps games goes, pretty [censored] netcode in general, fairly horrible online experience.
|
|
|
|
I was more trying to get an idea of the warzone tick rate hopefully my isp is not slowing it with thete own tick rates.
The game is a little slow my connection is pretty good compared to everyone except for that 8-10% on the real connection were shots, sound and all round gameplay is what the game is supposed to be.
My ping is 18ms game search if you get under this the game works good over then movement and gameplay is always off.
Im trying to see if my tick rate is slower than what the game runs on though !.
|
|
|
|
(1000ms / 18ms) gives a theoretical upper refresh (tick) of 55.5 per second - if I’ve understood correctly and the game server requires some form of ‘ACK’ from your system before sending the next refresh.
|
|
|
|
Fairly certain net code doesn't wait for acknowledgement before sending the next packet, have to cater for large variations in ping 300ms players would only get 3 updates a second.
|
|
|
|
The "tick rate" exists in the game only, you don't have a "tick rate" that is relevant to your specific connection. If the latency is low and the packet loss is a consistent zero then the game should be able to optimise itself to send updates as often as it needs to.
Are you connected via a cable or are you using Wi-Fi?
|
|
|
|
Spot on. The only comparable thing is a cable network which splits each upstream into broadcast slots, but those slots are variable based on how many users there are, how many connections and what the headend kit is.
But if you care about tick rates, avoid virgin as that waiting for a slot will cause jitter.
|