Restrictions on frames per second in the computer Call of Duty: Black OPS 4

Open "beta" Call of Duty: Black Ops 4 On PC, in principle, it was successful, although there were separate shortcomings. For example, the owners of cool systems did not like the restriction on the frequency of personnel. Recall that it could not be set above 90 frames per second at Bete, and this very solid value for most systems the owners of the top configations turned out to be cramped.

However, yesterday the developers of the dissatisfied reassured – in the release version Black OPS 4 There will be no restrictions on FPS … in a standard multiplayer and in a zombie mode. But in the "Royal Battle" Blackout the number of personnel will still be limited to 120. Later, when the servers are stabilized, the restriction will be brought to 144. And then, if again the servers allow, they will completely remove.

Call of Duty: Black Ops 4 will be released on October 12th.

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Call of Duty: Black Ops 4

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If briefly, I will give 2 examples:
1. CS: GO. The server has a Tick-Rate (the higher, the better). He sends a fixed number of packages to all customers and he does not care about the player fps.
2. COD. The client himself requests the number of personnel he needs. Thus, the server sends a different number of packages and allows you to accommodate more players under the same conditions.

P.S. Based on an article in Reddit.

Lord, regarding servers, is even easier here: more updates per second, which means more data sent to the server (this can be data not only by the provisions of the player, etc.D., but also animations), that is, more load on itself server. If you follow the link to the news to Reddit there in the comments in detail everything has already described. It is only worth noting (as I understand it) that the matter is not only in the servers, but also in the game engine itself.

On the example of Overwatch, when clicking Ctrl+Shift+N you will have a window to track data data, response, etc.D. The personnel restriction will directly affect the response speed, so most e-sportsmen prefer low graphics settings and (150-250+) FPS. Yes, there is also a factor of 240hz monitors, but the difference in the transition from 140hz to 240hz, is not as noticeable to the eye as from 60hz to 140hz.

I do not understand what their connection between the "servers" and "FPS" on a particular client. In fact, the game goes through the server’s beats (and on the server) that collects changes from all customers in a bunch, and those same customers simply reflect them in places trying to predict the server response. And if the server clicks conditionally 30 states per second, then what difference does it make him how many times the client will draw this condition. Just if you look at the same logic, then games like Eve Online where, with a strong batch, the game time is slowly slowing down (there were cases when 1 second in the game was calculated by 10 seconds of real time) FPS should fall to 0.1 or something?

That’s only interesting what iron https://juliebetcasino.co.uk/ will pull at least 120 frames at high settings? Do not tell me about minimal, there the games look terrible

Exactly what will reduce. But not the way you think. I can’t definitely vouch for the fourth battles, I don’t know the details of her network work, but I will give an example of Arma 2 well known to me-there is an opportunity to track the current load of the server in Rial Time, including it, and not yours, a client, fps. That is, at 15 FPS, the server, as you wrote, your picture on the monitor, of course, will not be replaced with a frequency of 15, if your iron allows you to much larger – the same 30 or 60, say, but all the interactions between the client and the server (including scripts) will function exactly what with such slow purity. Hence all sorts of bugs, brakes, irregular or steep animations, etc. In case of serious decline, this can even affect the FPS for all customers, I know from personal experience. Again, it will not be reduced from 60 to 15, but it may well be lowered from 60 to 45 for some limited time. And which of the customers of the iron is weaker – the falls were more blessed.

FPS not only depends on the graphone, it is not so simple to synchronize the location of the players, and they also run, shoot and make sounds, all this data must be collected and handed over to all players back. I exaggerated about 20 frames, but say, in COD4: MW on the servers there was a limit of 250 FPS, because if the client could overcome this bar, then the server simply could not cope with processing, the player could run silently, shoot faster, etc.D.

Above your own stupidity? Here I read your answers and I understand that you have sooo superficial knowledge but you don’t understand the principles absolutely a damn thing 🙂

Additional. which eats resources and requires time to process. Which theoretically cannot reduce anything.
This is approximately how to say that 4K textures require less video memory than 720r because they are better)

Not only do you have an analogy like a schizophrenic, but even in this analogy you’ll fuck crap – how clearly you describe yourself.

And about the brakes, go in a turn on the crater 70 without brakes, let’s see how they do not affect XD

you understand that the impetus of Laga is Lagi caused by the delay of the monitor, without it it can be delayed by the formation of the frame and its conclusion, but the synchronization provides that it has rolly formed right away and has taken off, reducing to a minimum of the delays that the computer itself can be adjusted in principle.

The simplest dictum of this that most often does it-the more Framretite the higher the response and spit that your monnika is 60-75k

I think this is something from the section, as in Dark Souls II at 60 FPS on the computer, the weapon broke much faster: D some functions can be attached to it, and apparently, to avoid the Surver with the server, it is easier for them to make the Lock FPS.

This is not an answer, “Rendering of the picture and its display on the screen” is the process independent of the process of “data exchange with the server”. With competent application architecture, the only case of their influence on each other is a lack of common resources (processor/memory) as a result of which both operations will work more slowly. However, in the article we are talking about top -end configurations that “can” give more than 90 frames, and since the remaining resources that are not involved in the rendering of these 90 frames will stupidly idle.
That is, if the machine is powerful, then it conditionally spends 5% of the loss on the exchange of data with the server and, for example, 1% for each frame, it can, accordingly, can give 95 frames without what or influence on the exchange of data, and only an attempt to issue more to the rate of exchange of data with the server, and then only if the survival task has a greater priority than the exchange of data. And in this case, the artificial restriction does not make sense at all because if the machine spends 2% on each frame, then it will not reach the limit of 90, and with 1% the remaining 5% will idle.
I understand that the above example does not take into account the video card and other parameters, but they do not participate in the network exchange of data, and as a rule, there are more resources on top configs than they need.
In the case of crooked ports, there were sometimes cases that gameplay mechanics were tied to FPS, but this is more likely to be optimized under the console and they say if the Frameite is fixed there, then why not re -reduce it somewhere else. But in the case of a network game on a PC, such an aspect is not clear.

I somehow did not notice the limitations of the frequency of personnel not in the first not in the second beta, I set 144 calmly. Another thing is that these 144FPS my pitch did not pull.

Apparently they have a direct dependence of the frequency of communication of the client/server, depending on the client frame of Frameite (usually they simply do that communication is at a frequency equal to a minimum of FPS and a certain constant). And then in a regular MP there is a logic for lack of restrictions, and in BR the analogue of DDOS just comes out.

Perhaps they had the mind that the TIC Reit would be corresponded !? Although it is very doubtful to me that there will be more than 60 herts … because you are rightly saying if the computer cannot conditionally pull 90 frames and pulls 85 then with a tikreite of 60 hertz somehow do not care because it carries out the days every 60 seconds. But if 60 frames are not pulling, then you will see less information, than the server sends the Danas … In short, this is a jungle!

I am not strong in network technologies, but I know from the experience that in a number of games (shooters) the FPS depends on the power of the server, if the server does not cope with data processing, the fps of FPS occurs from all players, regardless of the client’s iron. Simply put, if the server processes 20 frames per second, it will transfer data to the client for 20 frames per second.

As I understand it, you are a user of 140hz monitor? There is just a question whether it makes sense to take such a monitor if the game gives out about 80 FPS?

You did not understand me at all, under the speed of the response, I mean the “Input Lag”, namely:

The Dervovka is how many times the pixel can change color per unit of time.
FPS is the number of pictures that the video card sends the monitor.

Hence:
If the monitor holds 240 Hz – and the FPS 30, then the monitor is simply not used to the maximum and you will not see more than 30 frames anyway.
If the monitor is 60 Hz – and the FPS 300 – then the pixels will not “blink more often” than 60, but each flashing will be with the most relevant frame (t.To the monitor will take the last of the frames that the video card sent to him), t.C generally increase the FPS higher than the Devka is.

Thus, the best smoothness of the picture is achieved by a high -speed monitor, with FPS no less than the Herza. A further increase in FPS will make the picture more relevant, but there will not be smoother movements, t.The monitor simply will not be able to display them.

That is why even on a 60hz monitor, fps shooters play at ~ 90-120 fps