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@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.
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.
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