Forum Discussion

Tribang's avatar
7 years ago

What's the official word on Server Upgrades

Battlenonsense exposed the server issues, any timeline or official word on when we get fixes/upgrades?

3 Replies

  • Hi, @Tribang 

    What type of connectivity issues are you exactly running into? We're excited and humbled the game has already reached 50 million players, so I can assure you the team is dedicated to providing a smooth experience for players going forward. We don't have any specific details to share around server upgrades at this moment though.

    50 million players

  • AhoyDrogon's avatar
    AhoyDrogon
    7 years ago

    @EA_Blueberry wrote:

    Hi, @Tribang 

    What type of connectivity issues are you exactly running into? We're excited and humbled the game has already reached 50 million players, so I can assure you the team is dedicated to providing a smooth experience for players going forward. We don't have any specific details to share around server upgrades at this moment though.

    50 million players


    Probably the usual stuff that has plagued the game since day 1, you know, stuff like the awful netcode where you can be behind cover on your screen but out in the open on your opponents (a worldwide issue), the server not being able to handle 3 squads in the same area without slowing everything down, the latency between everything, the stuttering and rubber-banding...

    There is a lot wrong with the servers. Upgrading them is a must, ESPECIALLY now you have 50 million accounts registered .

  • Kuro466's avatar
    Kuro466
    7 years ago

    There is no server issue with "3 squads in the same area", if you experience FPS drops in these situations, it might be your PC or graphics settings...

    Occasionally there is super-slow-mo at the start of game because the server instance is somehow too slow or lagged, but this doesn't happen that often. They are actually doing a great job with server operations given the crazy popularity rise.

    The real server problems are in the server code...

    1) the horrible advantage it gives to higher ping-players... there needs to be a much lower cap on trusting client-side hit-registration... to make low ping gameplay good, and high ping gameplay operate at a disadvantage instead of an advantage

    2) the wastefully high server-to-client bandwidth utilization... 

    It's detailed very well in this apex netcode analysis. There are additional comments about removing the high-ping advantage and how overwatch does it.

    Here are images that are in the apex netcode analysis video that show the problems... APEX uses almost 8x more download bandwidth than Fortnite and PUBG. (Which have 100 players instead of 60 btw), and APEX longest *and* shortest network delays are horiffic. 250/130 ms for gunfire, compared to PUBG 84/48 and Fortnite 58/38.