Forum Discussion
@DoYaSeeMethat's not what happens in apex today, the teleporting during packet loss is updaded what it seems like every 1 second - how is that a better simulation (there are better netcoded games that handle this in many other ways).
Teleporting could be reduced in incretels if the server ticket was higher and it had a better netcode.
Increasing say cores in the nodes within the cloud is scaling the hardware. Scaling does not mean simply adding additional virtual clouds - or adding more nodes, it can mean upping the cores/memory in each node. What is called Vertical scaling, I think you are thinking of Horizontal scaling. Vertical scaling in a cloud is quite easy, since servers are already virtual. You basically change one parameter during boot up / deployment server that tells the virtual server how much "Juice" it should use.
Meaning that having a "top of the line cloud" is something complex, is not true (I know you never claimed it was) - and many companies can afford the very decent setups / not everyone can afford googles setup - but that is an entire different monster. But claiming that an company like EA cant afford a cloud to support Apex´s demands if it went 60hz on its servers is simply not true - and thats not the issue for them at all, thats within the netcode revamp that it would require. I havent seen the code base /netcode, but my guestimate is that the work either to be 300-500++h (thats why EA wont ever finance it). Why I stated that the cloud itself probably aint the problem here, even if cores/memory was an issue - it can be mounted/added (and for a company the size of EA, that should not be an issue at all).
You can find all the excuses in the world, the servers are terrible.Way older games have way better servers.
There is million problem with their servers, so they need to fix this.
About Apex Legends General Discussion
Recent Discussions
- 15 hours ago
- 16 hours ago
- 2 days ago