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Sil7erfox
4 years agoNew Hotshot
@DoYaSeeMe I never meant to change anything on the mechanics neither the game pace, this is about to make the game perform better, and it has nothing to do with loot (which should be randomised pre-game). Though I still don't understand quite well what you are saying... Are you a Respawn authorised voice saying "we wont fix this"?
As I said before, Respawn can fill up their backlog with excuses and whatever "no-no" they believe necessary. In the end, we as users could'n care less about the excuses or valid reasons why the game is not performing. As clients that pay substantial money for battle passes and cosmetics we just want a smooth gaming experience and if we don't have it... you can guess what's next
Fortnite, Valorant, Warzone, even Battlefield (whith a heavier and much more detail oriented engine for 64 players and endless destruction effects) have a better netcode performance.
There must be something Respawn can do... If a crappy code game like PUBG got fixed, I'm sure Apex can be fixed too. Right?
As I said before, Respawn can fill up their backlog with excuses and whatever "no-no" they believe necessary. In the end, we as users could'n care less about the excuses or valid reasons why the game is not performing. As clients that pay substantial money for battle passes and cosmetics we just want a smooth gaming experience and if we don't have it... you can guess what's next
Fortnite, Valorant, Warzone, even Battlefield (whith a heavier and much more detail oriented engine for 64 players and endless destruction effects) have a better netcode performance.
There must be something Respawn can do... If a crappy code game like PUBG got fixed, I'm sure Apex can be fixed too. Right?
4 years ago
@RayleenKovacs No, I'm not a Respawn authorised voice saying that they won't fix it. I'm a game dev that knows a thing or two about how stuff works behind, telling people to set their expectations realistically and maybe not throw money thinking magic will happen.
The assumption that destruction effects are heavy on the netcode is wrong. It is basically a set of coordinates and an action id and damage output where it's the case, which are sent once or in a few updates. The animations of a destruction are often scripted, so that the server doesn't have to send the information for each small piece that gets blown off to all the clients. When destruction makes use of the game physics engine, there are only a few large chunks . An AI such as a Prowler in Apex can be heavier on the netcode than a destruction effect, as its data contains coordinates, animation states, etc., which is sent each update until the AI is disabled. This is why Respawn didn't let Prowlers to get loose everywhere in World's Edge.
At this point, I believe the heaviest thing on the netcode and servers are the projectiles. First of all, because the TTK is high, there's a significantly higher amount of projectiles to be checked than in most other games. Then, it's about their effective distance, also much higher than in many other games (a Kraber can down someone at 700m away), which means that they have to be checked for their whole duration of their flight, against all potential targets in that direction. Also, the fall off the projectiles add more parameters to the hit calculation formulas. In the end, the data required for Apex projectiles is probably many times bigger than the data needed for hitscan shots in most competitors.
The assumption that destruction effects are heavy on the netcode is wrong. It is basically a set of coordinates and an action id and damage output where it's the case, which are sent once or in a few updates. The animations of a destruction are often scripted, so that the server doesn't have to send the information for each small piece that gets blown off to all the clients. When destruction makes use of the game physics engine, there are only a few large chunks . An AI such as a Prowler in Apex can be heavier on the netcode than a destruction effect, as its data contains coordinates, animation states, etc., which is sent each update until the AI is disabled. This is why Respawn didn't let Prowlers to get loose everywhere in World's Edge.
At this point, I believe the heaviest thing on the netcode and servers are the projectiles. First of all, because the TTK is high, there's a significantly higher amount of projectiles to be checked than in most other games. Then, it's about their effective distance, also much higher than in many other games (a Kraber can down someone at 700m away), which means that they have to be checked for their whole duration of their flight, against all potential targets in that direction. Also, the fall off the projectiles add more parameters to the hit calculation formulas. In the end, the data required for Apex projectiles is probably many times bigger than the data needed for hitscan shots in most competitors.
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