Re: WHAT MAKES APEX TICK: A DEVELOPER DEEP DIVE INTO SERVERS AND NETCODE
That was an interesting read. Never expected Respawn to be so open about this. Very cool!
TLDR; servers are complex stuff with lots of variables and lots of issues. Progression is made to enhance the player experience where possible and most effective.
The numbers they used for that are:
- Server tick rate
- Player ping
- Frames per second that you see
None of these numbers seem to be specific to Apex Legends. I think you could safely do this same calculation for other games.
But, keep in mind the other part: Apex Legends sends out massive chunks of information. All players, abilities, skins updated every time from the whole map. I can imagine Volerant to be a very small portion of that. Increasing the tickrate of Apex Legends from 20Hz to 60Hz does not only decrease the frame delay from 5 to 2, but would also boost the bandwidth. Meaning you get more jittering and is a possible worse experience.
