Re: Request to upgrade the servers ๐
@NitromethaneAP if the server gets multiple updates from clients before processing the next tick, it's able to process a better simulation and make more corrections, while also improving the experience a bit for those that are a bit laggy.
Teleporting won't be reduced by increasing the tickrate server side. On the contrary, the issues may happen more often because of the server having less time and data to process an update.
Also, you are wrong about me being wrong about the cloud ๐. Apex is able to scale a lot, but I wasn't talking about the scaling. I was referring to the level of the machines inside the data centres. Sure, Apex could use 3 times more servers to reduce the load on each machine, but that would mean playing with an even bigger lag for most of the players, especially during peak times. The current situation is proof: there are many concurrent players and Apex is often using the public cloud, putting players on higher lag servers when close ones are fully booked.
Teleporting won't be reduced by increasing the tickrate server side. On the contrary, the issues may happen more often because of the server having less time and data to process an update.
Also, you are wrong about me being wrong about the cloud ๐. Apex is able to scale a lot, but I wasn't talking about the scaling. I was referring to the level of the machines inside the data centres. Sure, Apex could use 3 times more servers to reduce the load on each machine, but that would mean playing with an even bigger lag for most of the players, especially during peak times. The current situation is proof: there are many concurrent players and Apex is often using the public cloud, putting players on higher lag servers when close ones are fully booked.