Blizzard rolls out 'high-bandwidth update' for Overwatch on PC
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And it is now looking into implementing the same update on Xbox One and PlayStation 4.
Read more.
Re: Blizzard rolls out 'high-bandwidth update' for Overwatch on PC
So would players using the high-bandwidth netcode be matched with low-bandwidth?
That sounds like the old days of modem players being owned by ISDN players, could it also split the player base?
Re: Blizzard rolls out 'high-bandwidth update' for Overwatch on PC
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Originally Posted by
Corky34
So would players using the high-bandwidth netcode be matched with low-bandwidth?
That sounds like the old days of modem players being owned by ISDN players, could it also split the player base?
The video indicated that you will be matched with those using the same netcode mode.
Re: Blizzard rolls out 'high-bandwidth update' for Overwatch on PC
Thanks, couldn't watch it from where i am, i guess they have enough players that splitting the player base won't matter.
Re: Blizzard rolls out 'high-bandwidth update' for Overwatch on PC
So is it "high bandwidth" or "low latency" filtering?
Re: Blizzard rolls out 'high-bandwidth update' for Overwatch on PC
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Originally Posted by
virtuo
So is it "high bandwidth" or "low latency" filtering?
I think they were using the terms to mean the same thing here. 90% of gamers probably wouldn't know the difference between the two :P I would guess it would be a quick 'latency' test to determine which server the user connects to i.e. a higher or lower 'tick rate'.
Re: Blizzard rolls out 'high-bandwidth update' for Overwatch on PC
I could be wrong but isn't it both? To reduce the interpolation delay the client needs to send and receive more packets over a given time.
Re: Blizzard rolls out 'high-bandwidth update' for Overwatch on PC
what happened to `ping` then?
ps. i`m 90% gamer and don`t know the difference
Re: Blizzard rolls out 'high-bandwidth update' for Overwatch on PC
Ping is a measurement of the time it takes for a packet to arrive at its destination.
Interpolation delay is (afaik) the time between the predictions a client makes and checking with the server if that prediction was correct and possibly correcting the mistake, in the example they used of getting shot around corners the client (your computer) may predict you made it around the corner and didn't get hit and displays that to you, when it receives the real information from the server if that prediction was wrong the client corrects for that and you die/get meaning you get shot around the corner.
At least that's how i understand it, maybe someone can correct me if I've misunderstood.