Ubisoft has released a new patch for the PC version of Rainbow Six: Siege. According to the release notes, this patch sets player’s position update rate to 60 times per second in order to improve positioning and shooting replication. However, this patch also completely broke SLI support.
SLI users will have to force AFR2 in order to re-enable SLI support. Do note, however, that SLI scaling is not ideal with AFR2. Ubisoft will have to fix this SLI issue via a new patch so it can offer ideal SLI scaling once again.
Here are the key features of this latest update for Rainbow Six: Siege.
Hit Registration Improvements
Updated the server tick rate for all PC users, coming soon to consoles
With the goal of improving positioning and shooting replication, we had deployed a first update on PC in which the player position update rate is set to 60 times per second (vs. the previous 30). This change however has been done in an intermittent fashion and in certain regions only, as we were testing various configurations. We are now satisfied with its state so we are now deploying this update to all PC users. As soon as this feature has been validated with this more massive test on PC, we will be deploying this update on consoles as soon as possible.
Data center selection is now possible (PC users only, for now)
PC users can change their default data centers in the Rainbow Six game settings file (gamesettings.ini), which is usually located in the ‘My Documents\My Games\your Uplay ID’ folder. Change the DataCenterHint value from ‘default’ to the region’s short name that you wish to have as your default data center. The available region short names can be found just above the DataCenterHint line.
Note that we are planning to eventually expose this in the in-game UI for all platforms and this PC-exclusive feature is only a first step.
Matchmaking Improvements
Refining the quality of PVP matches with more evenly matched opponents
Added a criteria that increases the odds of pre-made parties being matched against a squad with an equal number of pre-made parties within them.
Skill criterion originating from the player’s region is now more precise.
Improved connectivity to PVP and PVE matches
Increased match quality by ensuring players using the same data center get matched together, leading to better ping.
Improved accuracy of the estimated waiting time while in lobby.
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