That means that all calculations are barely done 64 times per second. If you get more information per second the latest information is always going to be used. Tournament runs November 18th - January. Just today showed off his 9k skills by in his game against Digital Chaos. I'm aware that this varies depending on the phase of the update rate, framerate and refreshrate.
So if your ping in Overwatch is around 25ms, the low tickrate is basically doubling your delay. The game can't be considered competitive if the only way to evade abilities is prediction because reaction is 'already too late'. Valve's public servers run 64-tick but private servers allow 128-tick. These are all good, but be careful. And for whatever reason everyone likes to take up 'causes' against Blizzard like 'tick rate of 20 is ludicrous! Thats not right, i can give you a example for the fail of 64 tick. How many times can you click the mouse in any one second, anyway? Of course, the showcased example is taken with a ping of 150ms, which is unrealistically high for most people, artificially lengthening that time.
We humans must interpolate what we see and having irregularities which are more prominent in slower feedback loops makes the job more difficult. Yet all of these things will make a much, much larger difference than playing on a 128 tick server with a 60Hz monitor. Maybe there will be consistent test like on the video, guy moving and the other shooting repeated many many times so we can definitely tell what is the cause. As always, feedback and questions are greatly appreciated. Even then, small variations in latency can easily be much larger than the advantages gained by the increase from 64 tick to 128 tick.
While it might not be perfect and not the system we deserve, it is the system we need right now — as there is no alternative. Roadhog is known to have this issue, but it may affect some other heroes too. Plus, cloud backups especially if you reconfigure game modes regularly. What if something on network happened between you and the server? A tickrate is used to control how often the game state is updated. After playing some games on 128 ticks community servers, i realized the game was way more enjoyable on these servers. People on atrociously slow internet connections are able to see the impact in their upload graphs. That's what I'm saying in the last part.
I don't exactly understand what's a tick exactly. Originally posted by :Stefan, it's 7 ticks later, not 1. It's the same as going to a doctor, you don't need to know what's wrong, just where it hurts. However, it is imperative in this scenario for the peeking player to actually hit and in most cases kill his opponent in the time it takes the server to compute all executed commands and the appropriate lag compensation. Even in this scenario, its going to be a very tough argument to make a case than a human being can gain an advantage from that.
Most people aren't programmers, network engineers or have access to data to analyse issues. On 64 tick servers sometimes the dink comes a little bit later. If you want to play on 128 tick, play on any of the clients that run it, there's plenty to choose from. You cannot see a hitbox, you can only see the player model. This sidebar is currently being updated. For a shot to be considered a hit, it must align with a hitbox on the player model.
Regardless of what you set these min and maxs to, the server will process -tickrate game frames per second to the closest number of milliseconds i. Please see for more information or to request your server be placed here. Okay, now that you re-read it and had time to think about it, let's move on. Even pros play on 64 tick matchmaking for fun, you don't see them complain. One final note: We don't actually know what the tickrate of the servers is, I saw the thread with the wireshark capture, and it shows the client receiving packets every 50ms.
So go for that if you experience problems try going lower but never higher. You may even hear your gun go bang before you die, and still not do any damage. These packets contain updates to the game state, including things like player and object locations. You will often see this number represented as ticks, tickrate, ticks per second and tps. Them using immeasurable words very high, etc.