Fortnite Battle Royale Plans

A Fortnite Battle Royale State of Development update has the latest goings on in the free-to-play mode for Epic's survival shooter. Topics include Battle Pass season 3, audio changes, limited time modes, social improvements, new items and consumables, new cosmetics, matchmaking improvements, and more. This trailer offers a brief look at cosmetic tweaks coming to the Party Animal pickaxe. Here's a bit from the update discussing server stability and other optimizations:
SERVICE STABILITY ISSUES
We were not able to stay ahead of our continued growth and multiple of our backend services have been struggling under load the last several weeks (e.g. friends functionality and general login service). And we also shipped v2.3.0 with significant bugs.

We don’t consider either acceptable. We have changed our release plans & processes to help improve quality of client builds, and scrambled people to make traction on backend scalability by any means possible.

ONGOING OPTIMIZATIONS
When you play some Battle Royale, we want the time from when you’re in the lobby to when you’re in the action to be as short as possible. We’re continuing to work on load time improvements to help with that. You want a smoother in-game experience, and we agree!

We are testing and bug fixing improvements that will deliver better level streaming with less hitches. We’re getting close to being able to test a significant optimization to our networking code that should get us closer to running the server at a solid 20 Hz even in the beginning of the match.

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Re: Morning Consolidation
Feb 12, 2018, 01:00
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Re: Morning Consolidation Feb 12, 2018, 01:00
Feb 12, 2018, 01:00
 
I'm not sure how you guys think that 20hz is a low goal. This is a game putting 100 players in a fully destructible world with building in it. Other games with 64+ tick rates are low player counts like CSGO or Overwatch. The other Battle Royale games are struggling with the same issues. CPU speeds have not increased at all in the past few years, yet we continue to try and push player counts and arena fluidity further. We're simply hitting the max we can go with what we have available.

And I know someone will bring up Battlefields 64 tick servers, some even have 128 tick and that is honestly a good point. It is incredibly impressive what DICE has managed to do with their engine. But you have to keep in mind they are the only ones that have been able to do this, and they had to work at it for years. Frostbite is the only engine that runs as well as it does, takes full advantage of multicore CPUs, can handle a multitude of genres and works well across a wide range of hardware/consoles. The only other engine that I can think of off the top of my head that can do this is Ubisoft's Snowdrop engine and that one does not have anywhere near the networking ability that Frostbite has.

I guess ultimately my point is that getting above a 20hz tickrate is not an easy task for a game of this size. Only one company has managed to do it, with only up to 64 players but I do believe DICE has some of the smartest people in the industry working on their engine. They would have to with what they can put out with it. If these other companies could, I'm sure they would put in the research and figure out how to do it. And I would bet that Ubisoft has tried and failed or else we would see them competing on the same fronts with online gameplay.
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Re: Morning Consolidation
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