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@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).
@NitromethaneAPIt's not like 1-2 packets get lost when congestion happens. There are many seconds of timeout and a lot of packets delayed or lost. If you get a lot of teleporting in your games, that means there's a serious problem on the network, either your connection to the match server is going through many unstable hops or you're on a wireless connection.
Most of you people who blame the netcode don't usually realize that a lot of games actually have similar, almost identic netcode. The difference is in the mechanics used in the game. The issues caused by network problems are usually worse game when there are more complex physics, faster movement, more types of characters, items and interactions, more players, larger map, bullet drop and travel etc.. That's why comparing Apex with most of the other shooters is redundant.
- 6 years ago
@DoYaSeeMe I am not talking about my connection, but people who have packet loss - and they all showcase the same in-game behaviour (that they teleport roughly every 1 second, the interval of course is worst or better in some cases, but the underlying problem here is teleportation)
Netcode in games differ a lot, the framework is more or same (this differ from game engine). The more complexity within a game, the more complexity within the net coding part. I´ve looked at many games that have quite different ways to solve problems (in detail). I can tell you that no they are not identical. What ever genuis way you com up with to combat it, the bottleneck will always be on the server side being 20Hz (other than the limitations in the game engine itself). And as you write your self, a game like Apex running on 20Hz server side - would be a bad decision, due to its nature of being fast pasted.
- 6 years ago@NitromethaneAP similar in framework is what I'm referring to, that's what matters the most. Solutions are also often similar, because devs move around from company to company (Apex / Titanfall netcode dev worked at Infinity Ward on a few Call of Duty games before coming to Respawn).
At the beginning of Season 5, Respawn devs smoothed out the simulation, reducing teleportation by a lot, but that resulted in significantly more hit registration errors, forcing them to revert back to the previous state after a few days. This serves as proof that they are constantly looking to improve the experience, but also that there's no perfect solution, only acceptable comrpomise. - 6 years ago@NitromethaneAP They need to take this very seriously, we've done of this we chose this game we played and spent hours money we did our work now it's the time to do their work
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