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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.
So couldn’t we just change the packet size by adjusting our MTU?
- r1ggedgame2 years agoSeasoned Ace
no, this will only lead to fragmented packets if you exceed the value your isp wants (likely something around 1500 or a bit lower, which is the ethernet default), pretty much the same result as the game servers do atm.
setting your MTU to a wrong value will also hurt all your internet traffic , not only the apex one.
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