The battle royale genre's new entry, PlayerUnknown's Battlegrounds, is making big strides against H1Z1: King of the Kill. The new Steam Early Access title includes more varied weapons, weapon attachments, and different gameplay aspects. More importantly, Battlegrounds features a better netcode, meaning less delay between two players - this is critical for hit registration and precise player positioning.
Battlegrounds' netcode was analyzed by Battle(non)sense. He's performed the same test for many games such as Overwatch, CSGO, Battlefield 1, H1Z1, and For Honor. When conducting the test, he runs the game on two separate computers with matching specs and records the delay between both.
Here are his findings for the network lag on PlayerUnknown's Battlegrounds as compared to H1Z1 and other games.
First off, the average delay on receiving (or giving) damage to another gamer was lower upon H1Z1 by 5 ms. However , the average delay on gunfire animations and movement were nearly double Battlegrounds'.
With Battlegrounds' movement delay at less than half of H1Z1's, other players will see you behind cover twice as fast. Which means you'll be getting hit less when you actually did narrowly duck out of cover. However , positioning delay isn't perfect - if you're close enough there may still be some issues.
Battle(non)sense's data was collected during the PlayerUnknown's Battlegrounds Beta, but already scored higher than its competitor's. That being said, both games' netcode can still be improved upon and has been a priority for Daybreak's H1Z1 while Bluehole will be dealing with any launch issues.
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