Forum Discussion

EThought113213's avatar
6 years ago

Server tick rate

Apex runs on 20hz servers, which if you don't know is absolutely horrible. Most games run on 60hz servers. 

Which means hit registration isn't something the devs can fix, also things such as getting killed through knockdown shields, etc. I mean the devs did "fix"the hit registration with shotguns by making the pellets have larger hitboxes, but they became even more braindead op than before, namely the PK.

It got me thinking though, is the the audio registration garbage because of these servers as well? It would make sense that since hit registration sucks because of the servers, maybe the audio is garbage because of the servers as well. 

Anyways, what this means is these problems will never be fixed. Why? Because it relies on EA getting servers from the current era. Which they won't do because they don't care about reputation or making money in the long term. They only care about the short term, which is usually how companies fail. Which anyone can plainly see, that no one likes EA, how long do you think a hated company can last?

3 Replies

  • @EThought113213 Welcome to the netcode club. Once people reach a higher understanding of the subject they will eventually come to these conclusions. As many things go though they must come come to this realization themselves.

    EA isn't problem here. BFV has good netcode. Respawn is the problem. I highly doubt EA is making them config their servers and netcode to be bad!

  • Client update rates are >= 60Hz, as officially stated by Jon Shiring, a former Respawn Engineer. This is since June 20th patch, which came after Battle(non)sense's last video regarding Apex Legends. Also, client batches are sent multiple times, to help when there is an upstream packet loss.

    I'm not sure server tickrate is 20hz, it can be more, like 30-60hz, but it might get lowered through patches when new updates overload the servers or until serious issues get fixed. Also, Apex needs a lot of data transferred, which has the potential of exceeding bandwidth limitations if servers send big updates with a high frequency. It is mandatory to stay under certain limitations, especially on console.

    Regarding the audio being crappy, I think quality was reduced to free up bandwidth and memory. I think they also reduced the updates for similar reasons. It's all a compromise.

    Apex makes use of the hybrid cloud tech from Multiplay, which means dedicated gaming servers but also AWS and Google Cloud. The servers we connect to are only used for lobby services, the matches and training will always be on servers close to us, of course, depending on how many players there are available in the area, skills, etc..

    I'd say the biggest network problem makers right now are the lag, ping fluctuation, lost packets. Unfortunately, none of these can be fixed by EA / Respawn.