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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.
Looking at Riot's approach for their upcoming shooter, you get to understand where the main problems lie with online shooters:
https://www.dexerto.com/project-a/why-riot-project-a-netcode-better-csgo-other-shooters-1153989
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