Fortnite.com

By | April 24, 2022

Hello, My Name Is Chris, And This Is Battle(non)sense I Know, The Title Of This Video Appears To Be Ridiculous Clickbait, But Please Bear With Me, And I Promise You Will Be Surprised. In the next 10 minutes or so, I’ll show you what I’m going to show you. So, I did my first netcode analysis for Fortnite 7 months ago. And, while it did outperform Pubg, the 8hz tickrate at which the Fortnite servers were operating during the early stages of the game astounded me. If you’re not sure what a game server’s tickrate is, or if terms like update rates, lag compensation, packet loss, and so on are unfamiliar to you, Variation in Latency Alternatively, if you’ve never seen one of my othernetcode analysis videos, Then I strongly advise you to watch my Netcode 101 video, in which I explain all of these networking fundamentals as well as how I conduct my network delay tests. The reason I no longer include this basic information in every video is that my viewers requested that I separate it into a separate video so that the actual netcode analysis video would be shorter. So, in the description below, you’ll find a link to that video, as well as a In the top right corner, there is a card overlay that will take you directly to that video. Now, as I previously stated I Was Shocked By That 8hz Tickrate 7 Months Ago, And I Said Epic Games Would Hopefully Be Able To Increase That Rate Soon, Because It Caused Players To Have A Terrible Experience, Especially During The Early Stages Of The Match. Then, in April, Epic Games released Fortnite 3 is a game developed by Epic Games. 4, which allowed servers to run at a constant 20hz, greatly reducing network lag and improving the players’ online experience. These Modifications Were Also Incorporated Into Unreal Engine 4 19 Update, So Every Unreal Engine Game, Including Pubg, Can Benefit From These Improvements So, while a stable 20hz tickrate was a significant improvement over what we had previously, it was still inadequate for a fast-paced first-person shooter like Fortnite, which is why I stated previously. In my Patch 3 Netcode Analysis, 4. Epic Games should continue to improve the Unreal Engine so that Fortnite can eventually run at a stable 30 frames per second. Then there’s Update 4 During the pre-round phase, players who enabled the Network Debug Overlay in the Options Menu noticed that the server would occasionally send more than 60 updates per second to the player. However, as soon as the match began, it reverted to 20hz. During that time, I thought Epic Games was squandering new features by simply disabling the 20hz tickrate lock during the pre-round phase to see what rates the servers could achieve. Then came Patch 4 from Epic Games. 1. A Few Servers Were Running At A Stable Level For A Short Time Instead of 20hz, use 30hz. However, it appears that this occurred by chance, as all servers were back to 20hz once the match began just 24 hours later. As a result, I was unable to run Mynetcode Delay Tests for the fourth time. a This, on the other hand, The Developers Were Up To Something, As This Incident Proved Now, following Patch 4, 2, The Fortnite Servers Are Officially Set To A 30Hz Tickrate As a result How Does This Affect The Players? If you looked at the Send Rates of the Client and the Server in the Network Overlay, you’ll notice that not only the Server’s Send Rate went down, but also the Client’s Send Rate went down. Your client is also sending updates at a faster rate now, about 75 updates per second instead of 50. As a result, sending data more frequently reduces the time between the server and the client while also increasing the traffic between the two. However, if you compare bandwidth usage before and after the 30hz patch, most players should not have any issues here, even now that the servers are running at 30hz. Fortnite still requires very little bandwidth when compared to other first-person shooters. That being said, I’d like to make it clear that this graphic is not a ranking. There Isn’t A Ranking I’m just trying to demonstrate how much bandwidth these games require. Also, the Battlefield 1 spike occurs when you press the Deploy Button, whereas the Overwatch spike occurs after you press the Deploy Button. The Game Most Likely Downloads The Killcam Data From The Server When You Get Killed What Does This Tickrate Increase Mean For The Network Delay That Affects Two Players Playing On The Same Server With A Ping Of 25ms? Prior to this update, I recorded an average delay of 63 milliseconds for damage, 66 milliseconds for gunfire, and 70 milliseconds for player movement. I honestly expected to see a small delay decrease going into this test. However, I have no idea what type of Black Magicepic Games were used for this update, as I measured delays that were 20ms lower than before. To Achieve This Delay Decrease, They Clearly Didn’t Just Increase The Tickrateand Update Rates, They Must Have Done Many Optimisations In This Patch As Well. If you follow me on Twitter, you already know that I couldn’t believe the results at first. So I didn’t just run my tests on a bunch of different servers. I also used my old high-speed camera at various times throughout the day to ensure that there was no problem with my new one. However, the outcomes were always very similar to what was expected. As you can see, When we compare these results to those from other games, we can see that at a player ping of 25ms to the game server, Fortnite now has less player to player delay than Battlefield 1, which runs at 60hz, or when we compare these results to those from other games. When Cs:go is run at a tickrate of 64hz, It also defeats H1z1, the previous Battle Royale game. In my tests, the Royale Game with the Fastest Network Delay was I couldn’t believe my eyes at first when I saw these results, so I double-checked Battlefield 1, Pubg, and Cs:go. That my computers, monitors, and high-speed cameras were all working properly. However, as you can see in these examples, Fortnite has the least player to play delay of these games, with a ping of just 17ms to the game server. Or has it? Take a look at the monitors in my office. After testing players, it’s clear which game has the least amount of lag. However, if you’ve ever seen one of my netcode analysis videos for fighting games like Street Fighter, Mortal Kombat, or Skullgirls, you’ll know that these games purposefully increase input lag to mask or compensate for network delays between two players. So I decided to see if Epic Games could use an increased input lag to help mask some of the network delay in Fortnite. So I connected my Logitech G402 Gaming Mouse, which I had modified for my input lag tests, to the computer of the player who fires the shots, and repeated my tests. What You’ll Find Here Now was recorded at 500 frames per second, and my test players had a ping of 17 milliseconds to the game server. 3 Video Games The led in the lower right corner is connected to the G402 Gaming Mouse’s left mouse button, which illuminates when I press the left mouse button to fire a shot. Instead of comparing what the two players see on their monitors, I now take the player who clicked the left mouse button first. Measure how long it takes for the other player to see the gunfire on his monitor after he fires his gun. So, if Fortnite isn’t your thing, Would you artificially increase your input lag to mask or mitigate network lag in the same way that fighting games do? When we compare high-speed footage from Fortnite, CS:GO, and Battlefield 1, it’s clear that Fortnite doesn’t use as much input lag to mask network delays. Which makes the results of my network delaytests even more impressive, as Epic Games went from a terrible 8hz at match start to beating Battlefield 1 at 60hz and Cs:go at 64hz in just 7 months. This also means that, unlike Pubg, where servers are still running at 8hz during the early stages of a match, it appears that it will be faster in the future. Fortnite is well-prepared for competitive play, just like Fortnite. And it comes at the perfect time, as Epic Games has announced that the prize pool for Fortnite’s Esport Tournaments will be worth a total of $100 million during the first year of competitive play. But, has Fortnite’s networking reached its pinnacle? And, as a result, are the developers left with nothing to do? Fortnite Might Be Able To Provide A Very Low Network Delay Right Now, But If You Examine The Network Data Captured With Wireshark, Or If You Simply Enable The Network Overlay In The Options Menu Of Fortnite After Joining A Match, You Will Notice That The Server Is Sometimes Unable To Maintain, 30hz. I’ve had matches where it would occasionally drop to 20hz for a few minutes before recovering and returning to 30hz. As a result, I believe that achieving a perfectly stable tickrate of 30hz should be the next objective. For the benefit of Epic Games You’ll also die behind cover even if you’re wearing a mask. Maintain a stable, low-latency connection to the server. When this happens, it could be because the server is having problems, or because you were shot by a player with a very high ping to the server or another connection issue, because the game’s lag compensation favors the shooter and doesn’t care what kind of bad player experience the player on the receiving end of the shot has, as you can see in this example. I really wish that more games, like Battlefield 1, had a threshold for how much lag the game compensates, as I explained in my Netcode 101 video. Another point to consider is the server locations. Epic Games’ game servers are hosted by Amazon’s AWS cloud service. And, while Amazon has put a lot of money into it,

Despite the fact that more data centers have been built in recent years, many gamers are still forced to play at a ping of more than 150ms. They can use the nearest AWS datacenter.

Join With Epic Games will presumably be unable to persuade Amazon to construct data centers where they are required, but they could use other cloud services such as Microsoft Azure and Google Cloud Platform in addition to AWS. Combine these with bare metal servers from gameserver hosts. com And Multiplayer, Which Is What Respawn Entertainment Did With Fortitanfall 2, Not Only To Make It Better, But Also To Make It More Fun Not only to increase server coverage, but also to improve the reliability of their online service Another annoyance that Epic Games is hoping to address soon is the ping. There’s still value in the network overlay, as it doesn’t always work. It will even show a ping of 0ms when I have a ping of 17ms to the Amazon Web Services Datacenter. Keep that in mind. Keep in mind that the ping value you see there right now isn’t entirely reliable. That concludes today’s discussion. I’ll keep you informed about the situation. If you enjoyed this updated and quite surprising netcode analysis for Fortnite, it would be fantastic if you could support me on Patreon, as Youtube’s ad revenue is sadly not enough to run a niche channel like mine any longer. Without the incredible help that I receive, I wouldn’t be able to do what I do.

I Couldn’t Do Videos Like Input Lag Analysis For Keyboards And Other Exciting Topics That No Other Channel Investigates Without My Patrons’ Help. So, if you enjoy it,

If you’re interested in learning more about what I do, you can find a link to my Patreon in the description below, as well as links to my social media accounts if you want to keep up with the videos I’m working on. So, if you enjoyed this video, please give it a thumbs up, subscribe for more, and share it with your friends. Until then, have a nice day and take care, my name is Chris, and this was Battle(non)sense.