New CTE Update Adjusts Battlefield 1 Netcode, Slightly Increases Ping Limit
A new update has arrived on the Community Test Environment (CTE), which addresses the recent controversial changes to the Battlefield 1 netcode.
The Spring Update from last month set a minimum ping threshold of 100 ms, meaning that players having a latency of more than that must “lead their shots as server-side hit-detection is performed” to account for the newly enforced delay.
The intention was to force players to stick to their own regional servers. However, the change to the Battlefield 1 netcode forgot the fact that there are some parts of the world without any local servers. Southeast Asia, for example, has none. The areas around Pakistan and India have to jump over to the European servers to play.
In addition, there are certain territories in the west where unsatisfactory internet connections result in players getting pings over 100 ms even in their own local servers.
The new CTE update slightly adjusts the regional ping limit by increasing it from 100 ms to 130 ms for North America and Europe. It will, though, be set at 200 ms elsewhere. The minor increment in the west will probably help players who see their pings fluctuate while playing. However, it will make no difference to those connecting from outside the countries.
Ultimately players from the west will be able to play on eastern servers while vice versa will not be possible. According to a developer on Reddit, the “decision is more based on player population, server availability in the region but also the nearby regions who are affected by low player population and server availability.”
The following is the list of complete Battlefield netcode changes that arrived with the new CTE update:
- Implemented per region threshold settings for server side hit detection: 130ms for US + Europe, 200ms elsewhere.
- Fixed server side hit registration interpolation.
- Leading shot only necessary by the margin above the threshold, eg. For US @ 150ms ping, you have to lead by 20ms.
- Fixed latency display for server which is also responsible for decision if to perform client or server side hit registration.
- Fixed input offsets for server side hit registration to match client side.
- Fixed wrong hit indicator display when dying.