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Ahskance

Update on the "Tick-Rate" Issue

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Captains,

We’d like to share some important information about an issue which has recently been discussed in the community. The issue in question causes ships to have a lower rate of fire than intended. Namely, it affects ships with fast main battery reload speeds when they use the sequential fire mode, or simply when they are constantly firing and re-firing their guns the instant they reload. The faster the reload speed on the ship, the more noticeable the issue is. If the guns are fired at irregular time intervals or if a ship has a slower reload time altogether the issue is hardly noticeable.

In other words, if you play a ship with a rapid-firing main battery and shoot continuously (either by holding down the left mouse button or constantly tapping it), you might notice that the rate of fire will begin to slow down.

The problem arises due to the way data is exchanged between the server and each player’s computer during a battle. In fact, it has nothing to do with commander skills, upgrades, or other modifiers — it is part of the basic firing mechanics of the game, and it works the same way for everyone.

Corrections are already underway:

  1. We’re currently planning to fix the problem as it affects the sequential firing mode (continuously holding down of the left mouse button) specifically in Update 0.11.2. We already have a solution, but it needs to be tested first to make sure that it won’t harm the game’s performance.
  2. However, the problem also applies to continuous firing (constant trigger tapping) and this can only be solved by reworking a significant part of the base game code. We will begin work on this task immediately, but we cannot yet say for certain how long it will take to complete. Rest assured; we'll be keeping you updated on our progress.

Even though this issue has existed as part of the core mechanics of the game since its release and did not directly affect aspects like Commander Skills, we do still acknowledge the effect it may have had on the experience of some players. Thus, the players who login into the game until the end of February (00:00 UTC, the 1st of March) will get 5 days of WoWS premium account.

We apologize for the inconvenience caused by this issue. If you are interested in the technical details behind the problem, please read on.

When did the problem occur?

The functionality that causes the problem has been in the game since the very beginning. Due to how inconspicuous it is, coupled with the fact that in the early years of World of Warships there just weren’t very many fast-firing ships in the game, it remained unnoticed for a long time.

Where does server-client communication come in?

There are hundreds of small events taking place at any given moment that all come together to form one big picture. Shells fly, torpedoes launch, ships and planes maneuver… Meanwhile, the server is busy “calculating” every one of these actions in order to simultaneously send all players an accurate depiction of what is happening before their eyes. To optimize performance, the frequency of these calculations on the server can be regulated by grouping them all together into packages of calculations that can be measured with what we call "ticks." Each tick represents the short time interval that occurs between two calculation packages being processed. Due to the relatively slow pace of World of Warships’ gameplay, the frequency was originally set to 7 ticks per second. This rate is enough for the vast majority of the game mechanics to work correctly. However, as it turns out, the continuous firing of rapidly reloading guns tests the limits of this hidden mechanic.

When a gun is reloaded in World of Warships, it can only actually fire on the closest server tick. If the reload finishes exactly between two ticks, there is a delay while the server “waits” for the next tick to occur. 1/7 of a second is a very short time, but with the constant firing of several guns with a fast reload, it can become noticeable.

Secondly, during sequential firing (continuously holding down of the left mouse button), the check for the possibility of firing occurs every two ticks, which, causes an additional delay.

How will the problem be solved?

With regards to sequential firing, we have the potential to fix the problem by tweaking the game settings. We will increase the server check frequency to every tick instead of every two, then check how it will affect the performance of the game. If the testing is successful, we will apply the change to the game as soon as possible (hopefully already in Update 0.11.2).

As for continuous firing through constant trigger tapping, here we need to "teach" the game and its server to take into account the rest of the reload and the end of the reload of a gun between ticks. This task is much more difficult, since it will require rewriting part of the base game code. We have already begun working on it, but it is difficult to say at this time how long it will take. We will try to find a solution and deliver it to the live version of the game as quickly as possible.

Why not just increase the tick frequency?

The vast majority of game mechanics work perfectly with the current frequency, and the server-side of the game is optimized for it. A variety of events take place simultaneously in World of Warships. The game is very complex and rich in terms of information that the server needs to process. However, since the pace of the game is relatively slow, calculations of 7 times per second allow you to maintain a high level of quality and responsiveness. The problem with rapid-firing guns is the only one we know of so far that has to do with the frequency of server calculations. In this case, it makes more sense to solve this problem locally, rather than making global changes to the interaction between the client and the server.

What about ship balance? Are any changes needed on this front?

As this issue has been in the game from the very beginning, all calculations on balance and combat effectiveness were carried out under the same conditions. Therefore, no changes are required at this time. However, we will closely monitor live statistics and make adjustments if necessary.

We hope this information has helped you better understand what this issue is and how it affects the game. We will do our best to fix it as soon as possible. Thank you for your understanding.

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game settings >>> controls >>> alternative interface >>> if enabled may cause problems according to the note posted 

Edited by arch4random
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Don't quite care about premium time. Can we get free Command Skill reset instead? 

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So to summarize (and fill in blanks where the OP doesn't actually provide all the relevant info):

  • Issue 1: High ROF weapons lose DPM because the the game starts counting reload from the time a weapon fires, and only lets them fire on 1/7 sec ticks
    • Any "partial reload" progress between the time the gun's actual ready time, and the next 1/7s mark currently gets thrown away
    • In effect, all reloads round up to the nearest 1/7s gamewide, but it's only noticeable with fast firing weapons
  • Issue 2: Holding down LMB to fire makes it worse because the game only even tries to fire them every 2 ticks = 2/7 of a second
  • WG will fix Issue 2 in about a month, assuming it doesn't break something else
  • WG will fix Issue 1 eventually by not throwing away partial reload progress on ticks
  • The best workaround right now is to spam click fire all high-ROF ships, but it won't change much
Edited by Edgecase
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How about free commander skill reset for DD's?

 

I'd like to respec some of my commanders after finding out this issue.

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4 hours ago, Ahskance said:

We hope this information has helped you better understand what this issue is

It does indeed.  A wonderful explanation.

You doubters, compare to the usual, "We are aware of this issue and will address it in the fullness of time."

 

Now where can I get a ship that will fire fast enough for this to matter?  <hmm> Smolensk?

 

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Really  nice feedback, TY. 

One more reason to go full [SALVO] and not sequential fire :P

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9 hours ago, ArIskandir said:

Really  nice feedback, TY. 

One more reason to go full [SALVO] and not sequential fire :P

Nice clan plug :-)

@Ahskance...

13 hours ago, 70869413 said:

Don't quite care about premium time. Can we get free Command Skill reset instead? 

 

13 hours ago, CrakShott said:

How about free commander skill reset for DD's?

 

I'd like to respec some of my commanders after finding out this issue.

Despite the down vote 70869413 got these are legitimate requests.

If you have a buff that is not working on your ship you shouldn't need to spend doubs/ECXP to get rid of it & pick another skill with those points due to a mechanics issue...

& offering a reset after it's repaired is not gonna do any good because it won't be required then.

I know this was an "out of left field" scenario that just got dropped in the devs laps but you were able to just have BB respects before for the Deadeye removal...can you just let DDs get their points back to use on something practical in the mean time as they're the only ones that get a reload boost skill (I do believe all other skills for other ship types are just extra damage per shell type & not related to reload times)...

Although I forgot about Adrenalin Rush...

Ok...guess cruisers are gonna need it too.

BB reloads aren't fast enough to be affected by it & CV squads should be OK too...& most heavy cruisers should be OK but some of the CLs are gonna have ineffective AR skills on account of it.

BTW...do you know the exact reload speeds that are affected & which ones are not...is there a specific reload speed for each scenario (sequntial fire/rapid fire) that has a known variable yet?

Edited by IfYouSeeKhaos
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On 2/11/2022 at 9:01 AM, Ahskance said:

When did the problem occur?

The functionality that causes the problem has been in the game since the very beginning. Due to how inconspicuous it is, coupled with the fact that in the early years of World of Warships there just weren’t very many fast-firing ships in the game, it remained unnoticed for a long time.

Why not just increase the tick frequency?

The vast majority of game mechanics work perfectly with the current frequency, and the server-side of the game is optimized for it. A variety of events take place simultaneously in World of Warships. The game is very complex and rich in terms of information that the server needs to process. However, since the pace of the game is relatively slow, calculations of 7 times per second allow you to maintain a high level of quality and responsiveness. The problem with rapid-firing guns is the only one we know of so far that has to do with the frequency of server calculations. In this case, it makes more sense to solve this problem locally, rather than making global changes to the interaction between the client and the server.

 

Are you sure the problem went unnoticed? Flamu said it was a known issue with Harugumo a number of years ago.

Rate of fire is one of the most important mechanics.  It is important to get it right.

Given how important tick rate is to main guns, secondaries and AA, I would think upping the tick rate to 20 or 30 would produce benefits. I would not expect WG to match the 64 & 128 tick rates of a lot of the AAA titles... still ... WG is looking at adding jets. The game is getting faster in a number of aspects. Updating the servers in another year or two should probably be a priority or things might go boom!

Susan Ivanova:
"No boom today. Boom tomorrow. There's always a boom tomorrow."

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Sorry. Delete this.

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@Ahskance

Perhaps it would be a great opportunity to enhance the game too?

 

Make firing single turrets / using sequential fire have a bonus to accuracy/lower dispersion for the next turret that fires, every time a shell hits the locked target. 

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48 minutes ago, Skyfaller said:

@Ahskance

Perhaps it would be a great opportunity to enhance the game too?

 

Make firing single turrets / using sequential fire have a bonus to accuracy/lower dispersion for the next turret that fires, every time a shell hits the locked target. 

Or even REAL sequential fire (with the accuracy bonus you mentioned). Not just turrets sequentially firing, but literally each cannon sequentially firing, like this:

1527002752_222.gif.65c9d307583c6a37872ae1b931369d0d.gif

Basically you're giving up slight reload time due to sequential fire for more accurate fire!

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1 hour ago, SaiIor_Moon said:

Or even REAL sequential fire (with the accuracy bonus you mentioned). Not just turrets sequentially firing, but literally each cannon sequentially firing, like this:

Basically you're giving up slight reload time due to sequential fire for more accurate fire!

But Moony, that's a concept for a new gameplay mechanic!   Such a development would be ludicrous!

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20 hours ago, IfYouSeeKhaos said:

Despite the down vote 70869413 got these are legitimate requests.

If you have a buff that is not working on your ship you shouldn't need to spend doubs/ECXP to get rid of it & pick another skill with those points due to a mechanics issue...

& offering a reset after it's repaired is not gonna do any good because it won't be required then.

Exactly. When Deadeye was removed/changed, we got a free Commander Skill Reset. Why not now?

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8 minutes ago, 70869413 said:

Exactly. When Deadeye was removed/changed, we got a free Commander Skill Reset. Why not now?

Just to clarify...only BBs got a skill reset for it...

For this issue just DDs & cruisers (can't do just light cruisers so they all) should get it.

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5 hours ago, Chobittsu said:

But Moony, that's a concept for a new gameplay mechanic!   Such a development would be ludicrous!

Knowing Wargaming, they'll probably add in the mechanic, but ONLY apply it to like, one ship, probably on some random supership....instead of, y'know, just applying the darn mechanic to all ships with multiple-gunned turrets for not only an interesting gameplay addition in general, but also an interesting bit of realism added too? Since a lot of ships with multi-gunned turrets could indeed sequentially fire their cannons?

Still though, *I* personally think it'd be really cool to get sequential firing (per cannon, not just per turret), with small accuracy boost since you're sacrificing a bit of reload time.

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Does it also fix multiple shells landing on target? There seems to be a limit.

If 10 shells land on target in between 2 ticks, some toward the end, some on clock transition, how many is registered? And how many tossed? How many shell registration can server handle within ticks?

Seem to be more apparent with Marlborough(I don't have jumbo Columbo) , sometimes when shells hit, I hear multiple sounds, graphics shows 4plus hits on target, I get... 2... Not often, but noticable. (no pen, over pen, torp protection, Rico, none of that)

Its important because that fanshy smanshy German bb with 16 guns in the works. If quad gun meta is coming to the mm near you?©®™

 

I wonder if Marl is underperforming due to this tick thing as well.

Edited by Scrub_Mcduff

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Bummer, one of my favorite tactics is walking rounds across some ones deck and picking my shots one by one broadsides and such.

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On 2/11/2022 at 10:01 AM, Ahskance said:

Captains,

We’d like to share some important information about an issue which has recently been discussed in the community. The issue in question causes ships to have a lower rate of fire than intended. Namely, it affects ships with fast main battery reload speeds when they use the sequential fire mode, or simply when they are constantly firing and re-firing their guns the instant they reload. The faster the reload speed on the ship, the more noticeable the issue is. If the guns are fired at irregular time intervals or if a ship has a slower reload time altogether the issue is hardly noticeable.

In other words, if you play a ship with a rapid-firing main battery and shoot continuously (either by holding down the left mouse button or constantly tapping it), you might notice that the rate of fire will begin to slow down.

The problem arises due to the way data is exchanged between the server and each player’s computer during a battle. In fact, it has nothing to do with commander skills, upgrades, or other modifiers — it is part of the basic firing mechanics of the game, and it works the same way for everyone.

Corrections are already underway:

  1. We’re currently planning to fix the problem as it affects the sequential firing mode (continuously holding down of the left mouse button) specifically in Update 0.11.2. We already have a solution, but it needs to be tested first to make sure that it won’t harm the game’s performance.
  2. However, the problem also applies to continuous firing (constant trigger tapping) and this can only be solved by reworking a significant part of the base game code. We will begin work on this task immediately, but we cannot yet say for certain how long it will take to complete. Rest assured; we'll be keeping you updated on our progress.

Even though this issue has existed as part of the core mechanics of the game since its release and did not directly affect aspects like Commander Skills, we do still acknowledge the effect it may have had on the experience of some players. Thus, the players who login into the game until the end of February (00:00 UTC, the 1st of March) will get 5 days of WoWS premium account.

We apologize for the inconvenience caused by this issue. If you are interested in the technical details behind the problem, please read on.

When did the problem occur?

The functionality that causes the problem has been in the game since the very beginning. Due to how inconspicuous it is, coupled with the fact that in the early years of World of Warships there just weren’t very many fast-firing ships in the game, it remained unnoticed for a long time.

Where does server-client communication come in?

There are hundreds of small events taking place at any given moment that all come together to form one big picture. Shells fly, torpedoes launch, ships and planes maneuver… Meanwhile, the server is busy “calculating” every one of these actions in order to simultaneously send all players an accurate depiction of what is happening before their eyes. To optimize performance, the frequency of these calculations on the server can be regulated by grouping them all together into packages of calculations that can be measured with what we call "ticks." Each tick represents the short time interval that occurs between two calculation packages being processed. Due to the relatively slow pace of World of Warships’ gameplay, the frequency was originally set to 7 ticks per second. This rate is enough for the vast majority of the game mechanics to work correctly. However, as it turns out, the continuous firing of rapidly reloading guns tests the limits of this hidden mechanic.

When a gun is reloaded in World of Warships, it can only actually fire on the closest server tick. If the reload finishes exactly between two ticks, there is a delay while the server “waits” for the next tick to occur. 1/7 of a second is a very short time, but with the constant firing of several guns with a fast reload, it can become noticeable.

Secondly, during sequential firing (continuously holding down of the left mouse button), the check for the possibility of firing occurs every two ticks, which, causes an additional delay.

How will the problem be solved?

With regards to sequential firing, we have the potential to fix the problem by tweaking the game settings. We will increase the server check frequency to every tick instead of every two, then check how it will affect the performance of the game. If the testing is successful, we will apply the change to the game as soon as possible (hopefully already in Update 0.11.2).

As for continuous firing through constant trigger tapping, here we need to "teach" the game and its server to take into account the rest of the reload and the end of the reload of a gun between ticks. This task is much more difficult, since it will require rewriting part of the base game code. We have already begun working on it, but it is difficult to say at this time how long it will take. We will try to find a solution and deliver it to the live version of the game as quickly as possible.

Why not just increase the tick frequency?

The vast majority of game mechanics work perfectly with the current frequency, and the server-side of the game is optimized for it. A variety of events take place simultaneously in World of Warships. The game is very complex and rich in terms of information that the server needs to process. However, since the pace of the game is relatively slow, calculations of 7 times per second allow you to maintain a high level of quality and responsiveness. The problem with rapid-firing guns is the only one we know of so far that has to do with the frequency of server calculations. In this case, it makes more sense to solve this problem locally, rather than making global changes to the interaction between the client and the server.

What about ship balance? Are any changes needed on this front?

As this issue has been in the game from the very beginning, all calculations on balance and combat effectiveness were carried out under the same conditions. Therefore, no changes are required at this time. However, we will closely monitor live statistics and make adjustments if necessary.

We hope this information has helped you better understand what this issue is and how it affects the game. We will do our best to fix it as soon as possible. Thank you for your understanding.

Any update status?

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4 minutes ago, Tpaktop2_1 said:

Any update status?

The statement was only put out a week ago.  The measures spoken of are still where we are at currently.

On 2/11/2022 at 9:01 AM, Ahskance said:

Corrections are already underway:

  1. We’re currently planning to fix the problem as it affects the sequential firing mode (continuously holding down of the left mouse button) specifically in Update 0.11.2. We already have a solution, but it needs to be tested first to make sure that it won’t harm the game’s performance.
  2. However, the problem also applies to continuous firing (constant trigger tapping) and this can only be solved by reworking a significant part of the base game code. We will begin work on this task immediately, but we cannot yet say for certain how long it will take to complete. Rest assured; we'll be keeping you updated on our progress.

0.11.2 should see a significant reduction to the issue we've identified.

The coding required to address the issue completely is a complicated undertaking and will likely take quite some time.

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4 hours ago, Ahskance said:

The statement was only put out a week ago.  The measures spoken of are still where we are at currently.

I was wondering if there was a fast response to the problem or a new status.  I have to report back to my clan if there is an update. Thank you for the feedback.

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On 2/12/2022 at 2:22 PM, Skyfaller said:

@Ahskance

Perhaps it would be a great opportunity to enhance the game too?

 

Make firing single turrets / using sequential fire have a bonus to accuracy/lower dispersion for the next turret that fires, every time a shell hits the locked target. 

Not sure how that would work...

At max range my Atlanta has 3/4 whole volleys in the air before the 1st shell reaches target...

Even single/sequential firing that would be 3 volleys later before the bonus would start to activate & you can't be sure the next turret you fire would be worthy of the bonus because the last 2 volleys might have completely whiffed despite the 1st volley being accurate to trigger the dispersion bonus on what is now 3 volleys later.

Besides...there's already a major dispersion bonus to single/sequential firing in general as the dispersion values are calculated based on full volley salvoes...firing just a single turret is going to have a major dispersion bonus by default.

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On 2/12/2022 at 9:35 AM, rj195605 said:

Are you sure the problem went unnoticed? Flamu said it was a known issue with Harugumo a number of years ago.

Translation:

Back when he was a CC he didn't actually GAF about enlightening the player base about anything (despite admittedly "knowing about it")...

But now that he's an ex(buttsore)CC...

We get slow clap videos...

Because he cares.

Edited by IfYouSeeKhaos
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