Official Overwatch Discussion Thread

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The only console i'd play this on is a Motion Controller Schemed one. Basically Wii U.
Splatoon is an amazing example of how FPS can be enjoyed on consoles.

Im not asking for Overwatch on Wii U, however... Twin stick controllers are archaic and outdated for console FPS games.
No game will make that more evident than the success of this one.
If PS4.5 has some kind of Motion control support similar to Wii U i'd buy it, sight unseen.
 
I've had some games that are complete dominations (both for my team and against) but I've also had some nerve racking close games. Best one was us being destroyed by the other team in the capture and hold the point gametype. They got to 98% when suddenly our team clicked and took it over, we won 100% to 98% lol. Most games I played were relatively close to each other and it will only get better as they add ranked matches with skill based games.

I remember winning a payload game on defense with 28cm left to the goal. That was intense.
 
Rightfully so! It was already an awesome game in beta, I am excited to see where they take it!
 
Uh... why would fps matter as far as netcode goes?

Everything, actually. You can't send data to the server that your client can't render.

It's been a while, but that's exactly why updaterate (whatever the send rate is) in CS:Source (as an example) is limited by your FPS.

If you're running 60 FPS on a 100-tick server, yep you guessed it, you're sending 60 ticks.
 
Everything, actually. You can't send data to the server that your client can't render.

It's been a while, but that's exactly why updaterate (whatever the send rate is) in CS:Source (as an example) is limited by your FPS.

If you're running 60 FPS on a 100-tick server, yep you guessed it, you're sending 60 ticks.
But wouldn't you still have unrendered cycles that still calculates everything but isn't rendered to the screen?
 
Blizzard really killed it with all the promotional stuff surrounding this game. The trailers, the animated shorts, all of it is so good. I would watch a cartoon about this game
 
But wouldn't you still have unrendered cycles that still calculates everything but isn't rendered to the screen?

Maybe you're think of world updates from the server, but when it comes to how much data your client sends to the server, no. When you're moving around the world, you're sending updates at 'n' rate to the server on your position and on your actions which is either your max FPS or the update max of the server (say 100 tick).

In an extreme example, say you render 2 FPS walking into a big warehouse. Well, it's going to take you a really long time (in real time) to make it to the other side at 2 FPS. So, there's nothing to send to the server other than those 2 frames that you moved (and rendered) over those 2 seconds. Now let's say everyone on the server is running at 2 FPS, then the world is only updated at 2 FPS since there can't possibly be any other information. See what I mean? There's only 2 frames per second from each client, so the server doesn't just make up the other 98 out of thin air. It's a subject that I always found kinda interesting.
 
No, i mean the game has rendered frames, but also has updates in between.each rendered frames.
 
There is, positions can be updated even if they aren't rendered.
 
There is, positions can be updated even if they aren't rendered.

I'm losing you, since that's obviously not possible. You can't move further across the map without rendering the map. Really. Trust me.
 
You don't have to render to have an update, technically. Naturally you won't see it happen.
 
I'm losing you, since that's obviously not possible. You can't move further across the map without rendering the map. Really. Trust me.
You are confusing a logical update with a render update.

You don't have to render to have an update, technically. Naturally you won't see it happen.
Pretty much what I'm trying to say.
 
I'm losing both of you then, never mind.

It really is dead simple: If you render 2 frames, you can only send 2 frames of changed data to the server. It really is just that simple.

Again, there's a reason why in the source engine your cl_cmdrate cannot be higher than your FPS.
 
You don't have to render to have an update, technically. Naturally you won't see it happen.

You have to render to MAKE an update. Otherwise, what is exactly the update you're sending?

Anyway, this is totally off-topic.. Enjoy the game.
 
Maybe you should edit your post and not triple post. And yea, I made up something that someone else understood, but you didn't. Well, whatever.
 
Maybe you should edit your post and not triple post. And yea, I made up something that someone else understood, but you didn't. Well, whatever.

Maybe you should just listen and try to learn something?

Anyway, again, totally pointless conversation.
 
Says the guy who isn't listening to learn something. You constantly also say lets move on, but then don't move on.
 
Says the guy who isn't listening to learn something. You constantly also say lets move on, but then don't move on.

I keep saying that to be nice, instead of calling you an idiot.

Actually it's explained right here:

cl_cmdrate
Suggested: FPS + 5

This controls the amount of updates you send to the server (eg. cmdrate 100 -> 1000ms/100 = 10ms) per second. You want to send updates at maximum rate possible and it should be a bit above your FPS. If it is below your FPS, updates will be accumulated for deferred sending, which is bad. Setting this notably over your FPS is pointless, since you cannot send updates faster than your game updates itself (defined by FPS).

NSL

There you go, you learned something today. Next time, just listen a little.
 
Which is why you are confused. Logical updates aren't rendering updates.
 
I'm logged in and playing now, the one thing that has me pissed off is none of my beta progress is there. Starting back at lvl 1..... I thought they explicitly stated that Beta progress would carry over!??! WTF
 
beta progress usually gets wiped and how bad has bastion been nerfed? He annoyed the crap outta me
 
Just broke down and got the $40 edition.
couldn't resist.
See you in the place,...where this takes place..

and oh yeah, I am going to be that miserable bitch with Bastion blastion you asstion offffff.
 
Bastion wasn't that bad... unless you do escort missions. I mean, if you're the attacker with bastion, he's not great. But in escort mission, you're never really an attacker.
 
Bastion is fine the way he is. He's only OP in pub games where players funnel mindlessly into chokepoints over and over, repeatedly dying without changing class or utilizing flanking routes and high ground.

I'll be honest though, in such games I LOVE to defend as Bastion.
 
Bastion is fine the way he is. He's only OP in pub games where players funnel mindlessly into chokepoints over and over, repeatedly dying without changing class or utilizing flanking routes and high ground.

I'll be honest though, in such games I LOVE to defend as Bastion.

Depends. It's not that he is op, its that some maps/gametypes make him OP, more than he should be.
 
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