Please Take a Look: High Tick Rate Hot Drops

We dive out of the plane and into the PUBG Test Server to try out the latest netcode and game updates.

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PUBG needs no introduction around here. The battle royale shooter arrived on Steam Early Access last March to little fanfare and became one of the most popular games of the year by the fall. Its popularity has been eclipsed by Fortnite during the first half of 2018. The development team still soldiers on for the 1.5 million concurrent players of the most played game on Steam. This week, the team pushed out a massive update that includes optimizations and bugfixes. The most important being the adjustment to the server tick rate. Tick rate measures how often data is sent from the server to clients and vice versa. During early match moments, the tick rate dropped as low as 4-8 Hz (or 4 to 8 times per second), causing desync and a poor experience for players overall. The new update promises to push the tickrate into the neighborhood of 60Hz and your boys at Shacknews plan to give it the old college try today during the stream. The fun starts at 6:30 PM ET (3:30 PM PT) on the Shacknews Twitch channel.

PUBG Corp filed a lawsuit against Epic Games earlier this week because they weren’t super-huge fans of Epic taking Unreal Engine licensing profits from PUBG and spending them on a direct competitor. Legal drama is always fun. We look forward to seeing you on stream and as always, we really appreciate all our subscribers and followers. You guys make these streams possible and we are grateful for your support.

Contributing Tech Editor

Chris Jarrard likes playing games, crankin' tunes, and looking for fights on obscure online message boards. He understands that breakfast food is the only true food. Don't @ him.

From The Chatty
  • reply
    May 31, 2018 3:05 PM

    Chris Jarrard posted a new article, Please Take a Look: High Tick Rate Hot Drops

    • reply
      May 31, 2018 3:10 PM

      For real? That's huge. What kind of server out there can handle that with 100 players?

      • reply
        May 31, 2018 4:46 PM

        Depends on what the server needs to do and what scheduling strategy they are using. The real impressive test will be if they can achieve this with 100 players all near each other and moving and shooting at the same time.

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