Forum Discussion

Re: What makes you lack tick?

@DoYaSeeMeMost don't respond because their understanding is basically ''Increase ticks make game go good'' with a reply from someone educated on the subject. 


I've done a fair amount of research and barely scratched the surface but i still think improvements can be made both on server/network side but also matchmaking with the latter probably being a bigger culprit. You can confirm i've said this several times so stop arguing with me and make it 30 ticks or even better, 60! 😛

9 Replies

  • DoYaSeeMe's avatar
    DoYaSeeMe
    4 years ago

    @apostolateofDOOMOk, so, regarding tick rate, I think we should approach the subject from a different perspective. Let's consider matches going on LAN or on optimal network values, with high end machines on both ends. I think the experience is usually great in this case, was even confirmed by pros on some occasions, but the thing no one realizes is that it still happens at 20hz snapshot rate. In these ideal setups, a difference between 20Hz and 60Hz would be barely noticeable and certainly not worth tripling the hosting costs. 

    Sure, a lower tick rate does add a delay, but it's a constant one, which can be easily overcome by lag compensation. It's the congestion on the network that causes most of the awful issues, and the interesting fact is that the situation could actually worsen with an increase in tick rate.

    With Arenas, there are chances of improvements. There are way less combinations of things to put pressure on the physics engine, a reduced amount of data to be sent and processed. It's just that this mode lacks the unique Apex BR flavor.

  • DoYaSeeMe's avatar
    DoYaSeeMe
    4 years ago
    @apostolateofDOOM Yes. even if there is the same number of players per allocated server cpu core, there will be less combinations possible. 10 3v3 matches can't produce the same crazy amount of combinations like one 60 player br.

    This can cut both ways though, like cramming more players per server than for BR's.
  • @DoYaSeeMe Let's hope they choose to go for performance instead of cramming more into the same space but i think i know which one they'll do.

    Like to be proved wrong though...
  • DoYaSeeMe's avatar
    DoYaSeeMe
    4 years ago
    @apostolateofDOOM Edited my previous reply, a big chunk disappeared, like a no reg 🙂. Pretty weird that a * was showing instead...

    Anyway, must add the fact that most games refer to the client update rate when talking about tick rate. A game that advertises 128Hz but supports consoles that can't take more than 60Hz, is unlikely to have server snapshots sent at 128HZ, because it would mean that players on 60Hz capped devices would miss a lot of critical updates, which would lead to awful desync, logical failures, crashes.
  • @DoYaSeeMeOf course you get no reg, the forum is on EA servers after all. :P

    I've always talked about tick rate on server, not client side. Taking the world state and updating clients at that rate but never knew about packet splitting or how that works ect for larger updates in games until very recently.

    Also aren't clients variable so if you're on a 128hz server and playing on console it would just cap and send/receive updates at 60? I don't know how that works with crossplay for example and i don't play console but most people nowadays will play at 60fps on PC as that has been the bare minimum for shooters for a very very long time and we're at 360 refresh times now... Also, how would that work on a potato PC that could only run Apex at 15fps? Would that crash it then?

    Anyway, i'm aiming for improvements that would benefit those that don't need to upgrade their rig. Next gen consoles would benefit from this too.

  • OldTreeCreeper's avatar
    OldTreeCreeper
    Hero+
    4 years ago

    @apostolateofDOOM I played a lot more ranked this season.

    The reasons were :

    Helping out yt get to plat, not carrying him btw 🥳

    Ranked olympus made pub olympus much less exciting to play, so I would play ranked when olympus came up in pub rotation. 

    The rotation of kc also made pub olympus less exciting.

    The short rotation times with kc annoyed me too. 

    Played very little in the ltm's, instead played ranked. 

    I'm hoping that arena will shift the Happy Hooray Hotdrop Henry's to that location and make for a better tactical game in pubs in s9 and perhaps less lag in pubs too. 

    Ps my WiFi pole is way more than 300m from the house.

    PPS life is both push and pull, too and frow 😉

  • DoYaSeeMe's avatar
    DoYaSeeMe
    4 years ago
    @apostolateofDOOM Let's consider a server sending snapshots 60 times per second. A client device that's not capable of receiving & processing more than 30 snapshots per second will either start lagging horribly or skip half of those snapshots. But the thing is there is vital information inside those snapshots, like hits registering, players dying, sounds getting triggered, etc., so missing any of that results in big problems.

    I know there are devices that can handle very high framerates, but the vast majority of players have their fps drop to 30-40 occasionally or in certain areas. It would be impossible for them to process full server updates at 60 Hz in those moments so they would fall behind and not be able to catch up with the server for long times, if ever.
  • OldTreeCreeper's avatar
    OldTreeCreeper
    Hero+
    4 years ago

    @DoYaSeeMe that's very interesting. My Xbox S can supposedly do 120, but the tv can only do uhd at 60. I can go to 1080 at 120 but the picture looks flat after uhd. 

Featured Places

Node avatar for Apex Legends General Discussion

Apex Legends General Discussion

Discuss the latest news and game information around Apex Legends in the community forums.Latest Activity: 6 minutes ago
32,095 Posts