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This wont get touched even with a ten foot pole and to be honest , it wont solve the core netcode issues to the extent a higher tickrate would suggest. As the OP mentioned, comparing Apex to other games tickrate is comparing apples with pears ... same same but different (mapsize, playercount,metainfo needed to send with those packets ect.) !
imho the main problem is "fragmentation"/"superpackets" , means an Apex "super packet" is likely bigger than the 1500 bytes the internet is able to route in one packet without fragmentation. so the payload gets distributed over several sequential packets that behave like one big one ... and here is the issue : if only one packet of the "super packet" gets lost or arrives too late , all the information is lost and you likely feel some "no-regs". Sending out packets in a higher frequency would not solve the issue of those super packets getting broken, it just doubles/triples or quadrupels the network traffic without any noticeable advantage.
Afaik the Arena Mode had a higher tickrate bcs the amount of data was much lower and the maps were super small in comparison.
So reducing the amount of data would be a better approach, like sending out only the info thats needed for your part of the map.
But thats easier said than done, since you can see for "miles" on most of the maps to hit those nice sniper shots.
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