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r1ggedgame
2 years agoSeasoned Ace
My bet is the information flow of the game simply got "overloaded" over the seasons, resulting in weird network conditions.
My buddies and i worked on a Quake3 modification back in the days and it happend to us that we put in more game-info than the actual allowed packet size and as a result packets got fragmented. not ideal for a fast pace ego shooter game one could say.
Afaik Apex splits that info into several packets as a "super packet" (based on Battle(non)sense video about the Apex netcode).
if one "fragment" gets lost, all the info gets lost, since the super packet cannot be rebuilt in full on the server/client.
HappyHourSumwur
2 years agoSeasoned Ace
@r1ggedgame So what you are saying is that they've crammed in too much stuff and now the netcode can no longer handle it. That right?
I'm not a programmer so once you start talking in code details it just sounds like a foreign language to me.
I'm not a programmer so once you start talking in code details it just sounds like a foreign language to me.
- r1ggedgame2 years agoSeasoned Ace@HappyHourSumwur basically yes, at least that is what we experienced while modding the Quake3 Engine.
Nowadays games are way more complex, so even a slight change on one end that doens't even look like it would be responsible could lead to weird side-effects, making it super painful to debug , especially when it seemed to work flawless while testing.
One thing is for sure, the game doesn't behave like it did seasons ago.
I'll invite you to watch Battle(non)sense Video on YT, might give you some deeper knowledge on whats happening, even if you aren't a network professional.
https://www.youtube.com/watch?v=9PfFPW9a90w
https://www.youtube.com/watch?v=xRj3KZJCDiM
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