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* Clients will now send user input to the server at a higher rate.
As of Feb 2019, Battle(non)sense showed the avg Client Tick rate to be around 58hz , curious what this has been changed to? Hopefully you work on the issues encompassing Server Update rate, since that is where more problems appear to exist with regard to your netcode execution, as client rate seemed more stable and much less an issue. Please review this in depth Apex Netcode analysis by Battle(non)sense as it sheds some rather detailed light:
Apex Legends Netcode Needs A Lot Of Work
- 6 years ago
The servers are nicely organized now lowest ping at the top. St Louis is offline by the looks of it.
- 6 years ago
I still went out of sync but I noticed an improvement I wont land in skull town this time.
- 6 years ago
It is much improved over yesterday my hits are hits and I can play a game right through if I land in a moderately hot zone. The patch is good in my opinion. Before I would go out of sync in 2 minutes or less even without being in a hot zone.
- 6 years ago
And here is his updated video regarding the netcode:
- 6 years ago@DamnTheseVoices EA please hire this battle (non) sense guy or at least listen to him.
- 6 years ago
After the Patch i have fewer code:leaf/net Errors but now the Servers are crashing randomly( 2-3 times per day ).
Game fezzes and code:leaf/net message after being inside a game
before i have get the code:leaf/net messages after searching for a game
- 6 years ago@KuchenBear I have also experienced server crashes when the new Apex Elite queue was implemented. The crashes went away after a while. I think in the recent days, I have only crashed 2-3 times in the past week.
- 6 years ago
The update only touches the client tickrate wich is useless without a server tickrate.
At lauch we had : Client tickrate: 60 Server Tickrate: 20 (with packet split )
They patch it to : Client tickrate: 20 Server Tickrate: 20 (with packet split )
And now if i understand this : Client tickrate: 60 Server Tickrate:20 (with packet split ) with some netcode changes i hope ???Not ennough, change server tickrate or let the game die.
- 6 years ago
@So_Uncivil1zed wrote:The update only touches the client tickrate wich is useless without a server tickrate.
At lauch we had : Client tickrate: 60 Server Tickrate: 20 (with packet split )
They patch it to : Client tickrate: 20 Server Tickrate: 20 (with packet split )
And now if i understand this : Client tickrate: 60 Server Tickrate:20 (with packet split ) with some netcode changes i hope ???Not ennough, change server tickrate or let the game die.
We never had any Network changes in the Client until now
They only changed the User Input rate in source engine from 64 to 128( default ) and not any tickrate, correct me if im wrong.
However more tickrate does not make the game better(maybe in the future), random no hit req is a bug in the code and we have a few legends with broken hitbox.
This all should be fixed first and then we can think about more tickrate.
- 6 years ago
My biggest problem is not being able to play at all I go out of sync almost every game. The games that dont go out of sync I can't hit anyone for about 5 minutes. When the map shrinks and half the squads are left is when I can have a gun fight with any hope of winning it.
- 6 years ago
Someone fumbled on this patch. Too many DC's, leaf codes, servers and regions thrown in together. But whatever, 9 days to go.
Hardly going to die because of the tickrate issue
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