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Un videodiario degli sviluppatori di Overwatch che parla dell'aggiornamento sull'High Bandwidth.
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00:04Hi guys, I'm Tim from the Overwatch team.
00:06And I'm Phil from the Overwatch team.
00:08And if you're seeing us, that means we have one thing we have to talk about.
00:11It's netcode. Dust off your favorite cups.
00:15All right, so you guys may have already seen the post.
00:18Some of you just actually figured it out for yourselves
00:20by looking at some of our in-game statistics
00:22that most of the servers on most of the games are running at high bandwidth mode.
00:26Great.
00:27So originally, when we were launching Overwatch and throughout the beta of Overwatch,
00:30our number one priority was stability.
00:32We wanted to make sure we had a successful launch.
00:35Now, we've kind of had a back pocket feature around 60 Hz
00:39where we put in competitive play
00:41specifically so that you guys can enable the high bandwidth mode,
00:44play tournament mode, and get a higher quality experience, a smoother experience.
00:49And we're happy now that we can actually roll that feature out
00:52to the rest of the community.
00:54Now, the thing to keep in mind is that not everybody has a great network connection.
01:00So part of the tech on rolling this out was we had to enable a mechanism
01:04to adaptively figure out whether or not your connection at home
01:08can actually handle the appropriate amount of packets coming in.
01:11So as part of this feature rollout on the server,
01:15we'll dynamically figure out whether or not you're syncing the packets appropriately
01:18and downgrade you or upgrade you as necessary
01:22in order to make sure that you still have a quality experience
01:24no matter the quality of your connection.
01:26Yeah, the deployment was important that this was not like an opt-in feature.
01:31We talked about before how the responsiveness of the server,
01:35basically the update rate at which you're going to receive data from the server,
01:41it adversely affects you if the people shooting at you aren't getting at a high update rate.
01:45So we want to make sure that everyone gets this high update rate.
01:48That's why when we enabled it, we enabled it for everybody.
01:50and if your specific bandwidth requirements don't quite meet what the game requires,
01:54it'll automatically duck you down and kind of bring you back to the level of update rate
01:57that we had before we introduced the high bandwidth mode.
02:00I want to talk a bit about what the gameplay ramifications are.
02:02Let's kind of recap what we talked about in the previous netcode video.
02:05That's why we have our three FARAs here.
02:07So remember in the middle here is the authoritative FARA.
02:09This is the FARA that is on the server that has received information about inputs from,
02:16sorry, this guy over here, hi,
02:17from the client controlling that particular FARA.
02:21This FARA over here would be the FARA that remote users would see.
02:25This would be the target FARA if you're shooting at her.
02:28In all the cases we talked about how your latency
02:30and the latency of the person in question
02:33will bring in the kind of the temporal and spatial distances
02:37back to the authoritative snapshot from the server.
02:40When it comes to a high update rate,
02:42there's a couple of things that that affects.
02:43So for the client that is controlling FARA,
02:49they are going to have their data sent to the server
02:52and the response arrive quicker back from the server,
02:55which is going to bring them closer in time
02:56to what the authoritative server snapshot is.
03:00For people shooting at FARA, for target FARA,
03:02it's actually double that.
03:03Not only do you get the processing time
03:05or the update rate time increase,
03:07bringing you closer to kind of the reality,
03:09but on top of that,
03:11we are able to decrease the interpolation delay.
03:14The first folks that actually found out
03:15about the high bandwidth stuff over the last couple of days
03:19noticed specifically up in the stats indicator
03:22in the upper left-hand corner,
03:23there's a magical stat called IND
03:24that stands for interpolation delay.
03:26Usually it hovers around 54 to 55
03:28if you have a nice clean throughput of data.
03:32It's dropped now to 20 because of that reduction.
03:34So we're basically bringing in both of these things.
03:37The net result of that is
03:38you will be shot around corners less.
03:40You'll be able to predict escape moves better
03:43and the server will hear about it sooner.
03:44So if you got that blink off,
03:46the server is going to process that quicker,
03:47make you less likely to get hit by hooks.
03:49Remember, all of our stuff is still predictive.
03:52The majority of the abilities you use are still predictive.
03:54So even though this is bringing you more closely in line
03:57with kind of the temporal authority of the server,
03:59there still will be cases where you'll mispredict.
04:01If you have a really high latency, for example,
04:03or even if you have a low latency
04:04and someone actually reacts within a 20 millisecond window,
04:09that prediction will fail.
04:11But it should, in general, feel better
04:12and hopefully you guys have felt that.
04:14Absolutely.
04:15So again, ultimately the thing that you need to keep in mind
04:19is that if your connection is not actually keeping up,
04:21don't worry about it.
04:22We'll actually downgrade you appropriately.
04:24You'll see the interpolation delay increase.
04:26Everything's going to work out perfectly fine on that front.
04:28Some other notes.
04:30This feature is live now in quite a bit of the globe
04:32for PC.
04:34We're still investigating how we can roll this out on console
04:36and there's a couple of regions
04:37where we're still rolling this out.
04:39So stay tuned and let us know what you guys think.
04:42Yeah, please provide as much feedback as you can.
04:44We are still iterating on this.
04:45We want to make this the best netcode we can possibly make it
04:48and we're going to do so with your help.
04:49Thank you guys so much.
04:51Thank you.
04:51We want to make it event.
04:55Thank you so much.
04:58We'll see you next time.
04:59Thank you.
05:00Grazie a tutti.
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