Re: Servers: Troubleshooting for EA/Respawn and Multiplay
@DoYaSeeMe I imagine it's set at 60hz but will have a slight threshold buffer but that's not saying you will consistently get those higher rates. You keep saying they made changes but the experience is much worse now. Season 1 and 2 which weren't perfect by any means was much sharper than S3 onwards and the problems just keeps going downhill from there with no noticeable improvement.
Pros or even just those adept at FPS games criticize, complain or whine as you put it because they're able to see when the backend isn't performing to expectations and it's currently that bad even most casuals are recognising the problems. Look around at those that have played since the beginning and been avid supports of the game see it's in an unhealthy state. It's undeniable that server performance (or whatever is bottlenecking the experience) has always been underwhelming for the users and far from improving over time it's getting far worse.
Look at the main selling point for Valorant and their focus on performance.
“The Valorant team has put extensive effort into determining the best combination of tick rate and latency that will minimize peeker’s advantage, and those tests showed that a 128hz tick rate and 35ms (or less) latency would be best for our players,” said Dave Heironymus, technical director of Valorant at Riot Games. “Blind tests also showed that elite FPS players … can reliably detect when the game is running at a lower tick rate.”
I know they have much smaller matches and an entirely different setup but Apex is a much better game overall and if Respawn focused on these things that comp players having been asking for it would attract many of those players back. Battlefield did when there was a outcry from their community and overwatch did when they started focusing more on the comp side.