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Valorant's 128-Tick Servers (2020)

technology.riotgames.com

21–30 of 136 posts

Re: Valorant's 128-Tick Servers (2020)

#22

I wonder if any game servers are implemented in Erlang?

It sounds like they're so heavily invested in Unreal Engine that it's become the entire stack.

I was imagining some blindingly fast C or Rust on bare metal.

That UE4 code snippet is brutal on the eyes.

Re: Valorant's 128-Tick Servers (2020)

#24

128 ticks per second servers. (And lo, suddenly the article's thesis is inherently clear.) A "tick", or an update, is a single step forward in the game's state. UPS (as I'll call it from here) or tick rate is the frequency of those. So, 128 ticks/s == 128 updates per sec. That's a high number. For comparison, Factorio is 60 UPS, and Minecraft is 20 UPS. At first I imagined an FPS's state would be considerably smaller…

And Fortnite is allegedly 30 ticks per second.

Apex Legends is at 20 IIRC (My memory is from 2-3 years back on this one tho)

CSGO was at 64 for the standard servers and 128 for Faceit (IIRC CS2 is doing some dynamic tick schenanigans unless they changed back on that)

Overwatch is I think at 60

Re: Valorant's 128-Tick Servers (2020)

#25
This deep dive article is very nice.

   At any given time, ~50 of those games are going to be in the buy phase. Players will be purchasing equipment safely behind their spawn barriers and no shots can hurt them. We realized we don’t even need to do any server-side animation during the buy phase, we could just turn it off.
That explains the current trend of "online" video game that is so annoying: For 10 minutes of play, you have to wait for 10 minutes of lobby time and forced animations, like end game animations.

On BO6 it kills me, you just want to play, sometimes you don't have more than 30 minutes for a quick video game session, and with the current games, you always have to wait a very very long time. Painfully annoying.

Re: Valorant's 128-Tick Servers (2020)

#26

128 ticks per second servers. (And lo, suddenly the article's thesis is inherently clear.) A "tick", or an update, is a single step forward in the game's state. UPS (as I'll call it from here) or tick rate is the frequency of those. So, 128 ticks/s == 128 updates per sec. That's a high number. For comparison, Factorio is 60 UPS, and Minecraft is 20 UPS. At first I imagined an FPS's state would be considerably smaller…

Fallout 76, for example, lets you see where other players are facing/looking at, or where are they pointing their guns even if they don't fire. The models are animated according to the input of their users.

I don't think its ticks per second are great, because the game is known for significant lag when more than a dozen of players are in the same place shooting at things.

Re: Valorant's 128-Tick Servers (2020)

#27

Earlier quoted context omitted.

And Fortnite is allegedly 30 ticks per second.

Apex Legends is at 20 IIRC (My memory is from 2-3 years back on this one tho) CSGO was at 64 for the standard servers and 128 for Faceit (IIRC CS2 is doing some dynamic tick schenanigans unless they changed back on that) Overwatch is I think at 60

CS2 is 64 tick under the hood, with interpolation between the ticks. In the beta, server operators could modify the tick rate by patching the server binary, but when that revealed inconsistencies (which was meant to be avoided with the "subtick" system), they hard coded the client side tick rate to 64 [0].

[0]: https://twitter.com/thexpaw/status/1702277004656050220

Re: Valorant's 128-Tick Servers (2020)

#28

This deep dive article is very nice. At any given time, ~50 of those games are going to be in the buy phase. Players will be purchasing equipment safely behind their spawn barriers and no shots can hurt them. We realized we don’t even need to do any server-side animation during the buy phase, we could just turn it off. That explains the current trend of "online" video game that is so annoying: For 10 minutes of play,…

This is not equivalent to "lobby time or end game animations" in other games.

In Valorant (similar to Counter Strike), at the start of the game you have 60 seconds to buy your weapons and abilities for the round. Valorant/CS is typically a best-of-13, and before each round is a 60 second "buy" period.

Re: Valorant's 128-Tick Servers (2020)

#29

128 ticks per second servers. (And lo, suddenly the article's thesis is inherently clear.) A "tick", or an update, is a single step forward in the game's state. UPS (as I'll call it from here) or tick rate is the frequency of those. So, 128 ticks/s == 128 updates per sec. That's a high number. For comparison, Factorio is 60 UPS, and Minecraft is 20 UPS. At first I imagined an FPS's state would be considerably smaller…

OSRS plays on 0.6 TPS... or 100 ticks per minute kind of funny how different that is.

Re: Valorant's 128-Tick Servers (2020)

#30

Earlier quoted context omitted.

And Fortnite is allegedly 30 ticks per second.

Apex Legends is at 20 IIRC (My memory is from 2-3 years back on this one tho) CSGO was at 64 for the standard servers and 128 for Faceit (IIRC CS2 is doing some dynamic tick schenanigans unless they changed back on that) Overwatch is I think at 60

CS2 is mostly 64 tick from what I understand. The "sub-tick" stuff is timestamping actions that happen on a local frame before the next tick. So in theory the client feels perfectly responsive and the server can adjust for the delta between your frame and the tick.

In practice it seems to have been an implementation nightmare because they've regularly shipped both bugs and fixes for the "sub-tick" system.

The netcode in CS2 is generally much worse than CSGO or other source games. The game transmits way more data for each tick and they disabled snapshot buffering by default. Meaning that way more players are experiencing jank when their network inevitably drops packets.

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