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, 16:57
Osc8r
 
15.
Re: Morning Consolidation Feb 12, 2018, 16:57
Feb 12, 2018, 16:57
 Osc8r
 
Muscular Beaver wrote on Feb 12, 2018, 04:31:
Talutha wrote on 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.
I am sorry, but King of the Kill has 50% more players than Fortnite or PUBG and achieves a much higher tickrate than even 64. Check the video I linked. It uses ForgeLight.

If true (i have my doubts, as it was an ancient MMO engine from memory), then it goes to show how meaningless tickrates are when comparing different games and without considering other factors (like desync, hz consistency, lag compensation, poor coding [read h1z1] etc).

KOTK had the the least consistent and most sluggish combat of pretty much any modern game... the dev's tried to improve things every patch but got nowhere (sometimes going backwards). There's a good reason why pretty much everyone abandoned KOTK in favor or PUBG and Fortnite.

And using your own source: https://www.youtube.com/watch?v=zjIJTantgWE , the guy compares the netcode of KOTK to PUBG beta and then makes the comment that already "hit registration definitely feels better than KOTK".

Then his next video he shows that fortnite beats PUBG. So which one is sluggish again?

Doesn't seem the lower tickrate is too impactful in fortnite even for super aggressive gameplay: https://www.twitch.tv/videos/22828526, not do i notice any sluggish behavior going on.

I've got over 1000 hours in KOTK and over 500 in fortnite, and there's simply no comparison. Fortnite is a far more responsive and consistent game - yes, even with their built in bloom mechanic. The Epic guys are currently letting players trial different shooting mechanics that remove or tone down bloom, however, they don't want to turn the game into a campfest like PUBG or where building is meaningless and you die instantly before you get a chance to re-act.

I do agree that they should be aiming higher than 20hz though, so hopefully that's just their first stepping stone.

Still, i'd love to see a BR game done in the frostbite engine.

This comment was edited on Feb 12, 2018, 21:19.
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