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Valorant's 128-Tick Servers (2020)

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

#31
post #4
post #2

Take notes, Valve.

As a lifelong Valve/CS fan, I've been so disappointed with subtick. It was pitched as generational evolution to the games netcode. Yet years later they're still playing catchup to what CS:GO provided.. Hopefully competition from Valorant and others puts more pressure to make things happen at Valve.

I didn’t notice any difference between 64 and subtick.

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

#34

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.

20-30 is believed commonly by the Fallout 76 community.

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

#35

I wonder if any game servers are implemented in Erlang?

I distinctly remembered that Eve Online was in Erlang, went to go find sources and found out I was 100% wrong. But I did find this thread about a game called "Vendetta Online" that has Erlang... involved, though the blog post with details seems to be gone. Anyway, enjoy! http://lambda-the-ultimate.org/node/2102

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

#36

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.

Lag is different than ‘unloaded’ ticks per second.

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

#37

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.

OSRS players hate when they have to actually play the game. They just want to click the screen every 10 minutes while playing something else.

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

#38
post #14

I wonder if any game servers are implemented in Erlang?

Network connection, lobby, matchmaking, leaderboards or even chats, yes. But the actual simulation, probably not for fast paced twitchy shooter. Also not just for performance reasons, I wouldn’t call BeamVM hard realtime, but also for code. Your game server would usually be the client but headless (without rendering). Helps with reuse and architecture.

IIRC, Activision/Blizzard uses Erlang for their matchmaking systems (or used to... I saw it in a very old talk)

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

#39

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.

Fortnite has to handle 100 players on the same process, very different from 128hz @10players max.

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

#40

I wonder if any game servers are implemented in Erlang?

I am currently doing this! Working on an MMO game server implemented in Elixir. It works AMAZING and you get so much extra observability and reliability features for FREE.

I don't know why its not more popular. Before I started the project, some people said that BeamVM would not cut it for performance. But this was not true. For many types of games, we are not doing expensive computation on each tick. Rather its just checking rules for interactions between clients and some quick AABB + visibility checks.

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