Skip to main content
  1. Home
  2. Gaming
  3. Computing
  4. Web
  5. News

High-bandwidth mode provides a tighter online experience on 'Overwatch' for PC

Add as a preferred source on Google

In the latest developer update for Overwatch, lead engineer Tim Ford and senior engineer Philip Orwig talk about the game running in “high-bandwidth mode,” a server-side feature that is now provided to most of the Overwatch community on PCs.

“Not everybody has a great network connection,” Orwig said. “Part of the tech on rolling this out was we had to enable a mechanism to adaptively figure out whether or not your connection at home can actually handle the appropriate amount of packets coming in. So, as part of the feature rollout, on the server, we’ll dynamically figure out whether or not you’re syncing the packets appropriately and downgrade you or upgrade you as necessary in order to make sure you still have a quality experience no matter the quality of your connection.”

Recommended Videos

Ford explains what the gameplay ramifications are with high-bandwidth mode enabled. The player is considered as a “client” that communicates with a server by sending small packets of data across the internet. The server is “authoritative,” meaning it is in control of the simulated world and processing the player input. The server basically takes multiple “snapshots” of everything and sends that data to connected clients.

With the high-bandwidth mode, the client will send data to the server and receive a response quicker, bringing them closer in time to what the authoritative snapshot is. Remember, all this data is transferred across the internet, so the game environment changes immediately after the server’s data is sent. The quicker the delivery, the quicker the client is updated, bringing the player closer to a smoother gameplay experience.

For clients that are firing their weapons in the game, Ford explains that with the high-bandwidth mode, not only will clients see an increase in the update rate, but the interpolation delay is decreased. That roughly means the client moves an object from one position to the next ideally at the same rate the server’s packets are received. The delay can be noticeable, such as an object suddenly hopping to another position. This new mode means players will be shot around corners with less frequency and will be able to predict escape moves better.

“Remember, all of our stuff is still predictive,” Ford said. “The majority of the abilities you will use are still predictive. So, even though this is bringing you more closely in line with the temporal authority of the server, there will still be cases where we’ll mispredict. If you have a real high latency, for example, or even if you have a low latency and someone actually reacts within a 20-millisecond window, the prediction will fail. It should, in general, feel better.”

Ultimately, if the gamer’s connection can’t keep up with the server, then it will downgrade the player appropriately, but the interpolation delay will increase. While the high-bandwidth mode is available now on PC, Orwig said the team is figuring out how to roll this feature out for consoles. There are also a number of regions that have yet to receive the upgrade.

Kevin Parrish
Kevin started taking PCs apart in the 90s when Quake was on the way and his PC lacked the required components. Since then…
Cinder City wants 64GB of RAM, and the rest of its PC specs make it even weirder
Remember when 16GB RAM was enough?
Cinder City Gameplay screenshot

For years, PC gamers have joked that game developers treat hardware requirements like a shopping list. Cinder City might have just taken that joke a little too seriously. The game's newly listed recommended PC specs ask for a whopping 64GB of RAM. That's a figure that's raising eyebrows because almost everything else on the list looks surprisingly… normal.

64GB RAM paired with an RTX 4060?

Read more
Xbox might let you digitize your game discs, and the timing makes perfect sense
Sony gave disc owners no lifeline. Microsoft's Disc2Digital would be exactly that.
Book, Publication, Comics

Earlier today, Sony announced it will stop making physical game discs for new PlayStation titles starting in January 2028. It looks like Microsoft is heading in the same direction, but with a consumer-friendly approach: Xbox owners may not have to leave their disc collections behind.

According to The Verge's Tom Warren, Microsoft has been quietly working on a disc-to-digital feature for Xbox. It's called Disc2Digital internally, and lets players convert their physical games into permanent digital licenses.

Read more
Sony is shutting down the PS3 and PS Vita stores after a very long run
PS3 and PS Vita stores will stop selling new digital content by July 2027
PlayStation 3.

Sony is closing the PlayStation Store on PS3 and PS Vita, ending new digital purchases on two of its most beloved older platforms after a remarkably long run.

The PS3 launched in 2006 and 2007, depending on the region, while the PS Vita arrived in Japan in late 2011 before reaching North America and Europe in February 2012. By the time the final closures happen in July 2027, Sony will have supported PS3 store purchases for nearly two decades, and PS Vita purchases for more than 15 years.

Read more