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Also, forgot to mention that June 20th patch dropped after Battle(non)sense's latest review of Apex Legends.
Hey @GRiPSViGiL , did you make this video? If you didn't, you'll love it anyway 😃
https://www.reddit.com/r/apexlegends/comments/f8h8uk/the_current_state_of_apex_legends/
- 6 years ago@Fr3dY2 Lolz I loved it and I finally know where the laughing guy meme comes from (never seen amazing spiderman movies or any spiderman movies except the very old one...)
- Fr3dY26 years agoRising Ace
Some interesting discussion in the comments here: https://www.reddit.com/r/apexlegends/comments/f8h8uk/the_current_state_of_apex_legends/fimn62p
- 6 years ago
I think most people don't actually understand how things work. Console gaming is at 60hz, as average TVs don't support higher refresh rates. 128 tickrate in this case would not make any difference, except for putting more load on the servers.
Then, as the former Respawn engineer said, clients sends updates at over 60hz and also multiple times, to reduce packet loss issues. It makes a lot of sense for the server to process ticks at slower frequency, since more data makes the simulation more precise and the predictions become more accurate.
To this moment, I haven't seen a proper netcode comparison between Apex and another game. It's obvious a game like Overwatch will have less issues, since there are only 12 heroes, of which only 6 are enemies usually, the map is significantly smaller, with less environmental stuff, much less loot, less interactibles, simpler physics, slower movement, hitscan, less details overall, etc.. I'm pretty sure that a 60 people BR on a map of 2km per 2km would perform worse in Overwatch than in Apex.
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