Some Interesting Bits Regarding Apex Servers & Netcode
Apex & Multiplay
https://www.youtube.com/watch?v=LX7rVHmLFkE
Apex Legends & Google Cloud
https://www.youtube.com/watch?v=XQEM100LZL0
"We run our lobby servers in Europe and Asia, because there are no latency sensitive actions taking place in the lobby so it doesn't really matter where we run them. So if you're just looking at lists of IPs you've connected to, that isn't going to mean much. Your matches and training will be servers that are near you." ( https://www.reddit.com/r/apexlegends/comments/c2zc07/pc_client_patch_live_today_6202019/erq7hcf?utm_source=share&utm_medium=web2x )
"We have always sampled user input once every client frame. We have always sent them to the server in batches. The rate of the client sending those batches was accidentally lowered from 60hz to 20hz, and now it's 60hz or even slightly more now. We aren't sending more usercmds than we used to, but we will send each one multiple times now, which will help users with upstream packet loss. Since we're sending them more often, it means the server will get more of them before each cutoff to run the frame, so it should have a modest reduction in latency." ( https://www.reddit.com/r/apexlegends/comments/c2zc07/pc_client_patch_live_today_6202019/ernrco9?utm_source=share&utm_medium=web2x )
Also, I should mention that Jon Shiring, the Respawn engineer that made the comments on Reddit and also appears in both videos, left Respawn studio 2 weeks ago.