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What's the tickrate of UT2004 servers?
Posted: Sat 10. Sep 2016, 17:46
by [P]etya
Hello there!
I was wondering about the tickrate of the UT2004 and I don't know what sort of tickrate the servers are using. I was guessing that they are set on 20hz, but not sure. Can somebody answer this question? (looks at the admins

)
Re: What's the tickrate of UT2004 servers?
Posted: Sat 10. Sep 2016, 18:05
by Pegasus
Assuming its admin(s) opted to make this specific attribute visible to the public, you can find any server's current and max tickrate values at the relevant field after highlighting it in the game's Favourites, LAN or Internet server browser pages. In CEONSS' case, the tickrate is currently set to a max of 30.00.
Re: What's the tickrate of UT2004 servers?
Posted: Sat 10. Sep 2016, 18:52
by Zon3r
Re: What's the tickrate of UT2004 servers?
Posted: Sat 10. Sep 2016, 21:40
by [P]etya
Thanks. As I see it's 30 for CEONSS. I thought that it isn't adjustable in game. Is it possible to have 60 tickrate on this old game?
Re: What's the tickrate of UT2004 servers?
Posted: Sat 10. Sep 2016, 22:05
by Cat1981England
In theory we could, but it would result in strange things happening.
Basically you have to divide the total amount of data sent to each client per second (netspeed) by the tick rate (number of times data is sent each second). So if your netspeed is 1 megabyte per second and you have a tick rate of 10, the server will send 100 kilobytes every tick (if needed). If you raise the tick rate to 20 then it will send 50 kilobytes. When the amount of data being sent to each client is too low, the server will start to prioritise what it thinks is the relevant data. This is why when some of us have a doggy connection the server will decide that the direction the turret of a tank is pointing is less important the other data and you will see the tank without a turret.
Re: What's the tickrate of UT2004 servers?
Posted: Sun 11. Sep 2016, 14:30
by [P]etya
Thanks the information!
Re: What's the tickrate of UT2004 servers?
Posted: Fri 17. Nov 2017, 16:34
by SysX
Sorry for the negro, but what issues would a tickrate of 35 for example cause?
It's set lower now at max 27 tickrate iirc, but tbh the server feels a bit laggy and less responsive then servers that have a tickrate of 35.
Now those other servers don't have the slots available like ceons and are different gametypes without vehicles, but is upping it to 35 gonna cause those strange issues Cat1981England is talking about?
How far can we actually go before we see for example tanks without turrets?
What's the tickrate of UT2004 servers?
Posted: Fri 17. Nov 2017, 22:01
by laboRHEinz
SysX wrote:Sorry for the negro, but what issues would a tickrate of 35 for example cause?
Aside from the effects Cat mentioned above, there's another one: the server's CPU load is approximately proportional to its tickrate and it's even overproportional to player counts. Our measurings showed that even CEONSS's state-of-the-art CPU couldn't handle a 32p match on demanding ONS maps without being maxed out at higher tickrates. And a maxed out server CPU would feel really, really choppy...
SysX wrote:It's set lower now at max 27 tickrate iirc, but tbh the server feels a bit laggy and less responsive then servers that have a tickrate of 35.
Now those other servers don't have the slots available like ceons and are different gametypes without vehicles, but is upping it to 35 gonna cause those strange issues Cat1981England is talking about?
Definitely yes, it would.
Tickrate, netspeed, responsiveness and visual appearence always will be nothing but a trade-off. We checked out countless, REALLY COUNTLESS combinations just to provide the best performance possible. Unfortunately, there is no ideal solution

Re: What's the tickrate of UT2004 servers?
Posted: Fri 17. Nov 2017, 22:37
by SysX
tnx for the answer laboRHEinz
What's the tickrate of UT2004 servers?
Posted: Sun 19. Nov 2017, 20:34
by EmanReleipS
Heinzi has already explained most of it, but I want to point out that a higher tick rate wouldn't work very well with our roster.
As Cat has said, if the tickrate is increased, the game will be more selective in what information it sends to you. On some maps, like Torlan, where the action is spread out, this probably wouldn't be too much of a problem. But if you think of Shipdock instead, the majority of the action is happening in one room, with players, vehicles, superweapons, relics, scripts and whatnot all in one place. For that reason, we are already seeing shots and turrets disappear in Gunshop in the center area, because the server needs to send data to almost all of the players and leaves some out. Increasing the tick rate would be problematic on those kind of maps, where a lot of action is happening in the same area.
It might be possible to increase the tick rate during the months that the server is usually more quiet, but I think it would confuse our players. It would throw their aim off and they wouldn't know what is going on. By the time that they are used to it, we'd be switching back...
Alternatively, it would be possible to increase the tick rate if we change the map roster by editing/creating a lot more traditional ONS maps, which would spread the action out a lot more and not require so much data to be send to many players in the same area of the map.