Overwatch director Jeff Kaplan has said there is too much confusion over the tick rate of their latest game. He believes that most of it is a result of people not having an understanding of how Overwatch’s netcode work. “For example, the server does tick at 60Hz, it’s the client update rate that is lower. That just shows a general misunderstanding,”
Client tick rate is 20.8 Hz which explains why the game doesn’t feel as responsive as other shooters in the same genre.
One of the things that players are upset about is that if they get shot, where they perceive they were behind a wall, that this is a problem with server tick rate. Certainly there are contributions that could happen with both the server and the client update rates that could cause something like that to happen, but usually, in most cases, you’re talking about latency.
With that said, he added more confusion to the matter by saying that there aren’t many games as fast Overwatch. At one hand it isn’t as responsive as others but on the other side not many shooters are as fast as Overwatch.
You haven’t seen a lot of shooters that move as fast as Overwatch, with abilities like Tracer’s blink or Genji’s dash. There’s also not a lot of games using a killcam like Overwatch does, so it all sort of makes the problem more evident than I think it would be in other shooters. We’re addressing it in a number of ways.
Kaplan asked fans to use the “high bandwidth option” to raise tick rate to 60Hz but said that it is odd how players are complaining of low Overwatch tick rate but only 0.08% matches are using the high bandwidth option.