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Re: Apex is just broken

@Danon72 Interesting read. The only time I recently noticed the prediction error was when I was rubber banding. It was fixed next match tho, or sometimes fixes itself by changing locations.

"But the existence of such a game function precludes Apex from being a serious shooter"

Could the use of this function also explain why certain shots just don't connect? And I don't mean no reg, I mean shots that should land but just wiff past a moving target.

3 Replies

  • NickBeam27's avatar
    NickBeam27
    4 years ago

    There was a live stream video where a Respawn Dev was talking on....(old Dev), the stream is old (cant find it anymore) - Whereas they (Respawn) admitted that they use a blended history rewriting mechanism. This means, that after you go behind cover you sometimes get sucked back out into the open to be killed by someone with super high ping. They (Respawn) said they do this because they don't want to frustrate the laggy player who still sees you out in the open. 

    I will try and find this stream, but have had no luck. If I find it, I will post it here. 

  • Danon72's avatar
    Danon72
    4 years ago

    @Sand_spitter wrote:

    Could the use of this function also explain why certain shots just don't connect? And I don't mean no reg, I mean shots that should land but just wiff past a moving target.

    Yep, 100%.  If you could get your hands on the code you could see where each action is resolved on the server and then pushed to the client.  I like to call your example the Cardboard Cutout.  You basically start to land shots right where you see someone to be.  But once you pull the trigger and send the bullets on their way, it's between you and God if the server gets the feed from your client before the person your engaging.  Imagine that Person A (them) is shot by Person B (you) at Location A.  If the server already processed the request from Person B to no longer be at Location A before the client of Person B can send the confirmed hit, then your above example is what you would see.  Bullets just whiffing past the person your shooting at because your client is unfortunate enough to not get the correct/freshest data.

    I think the Predictive Engine is a pretty cool feature and it would really shine if combat took a lot longer.  Right now people are getting laser beamed down too fast for the game to possibly be sending all the correct data to all clients in some matches.  If fights lasted 2-3 times longer then it's not so bad if you drop a few frames due to a prediction error, but maybe not all players want longer fights. 

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