Forum Discussion
6 years ago
@Koochi-Q Last Battle(non)sense video on Apex dropped June 17th. The patch that came June 20th fixed the update rate of the client, raising it from 20 to over 60 per second, after it was accidentally left low when fixing some hitreg related issues. As for the reviewer not talking about the difference in complexity, I disagree. Complexity can heavily affect the data that needs to be sent, the time it takes for a simulation tick to get processed. Sending updates multiple times to account for packet loss is also eating bandwidth and it's not hard to determine that increasing the server tickrate would load the bandwidth significantly.
Apex uses a heavily modified Source engine, which is very capable, but some say it's a bit hacker friendly (and it shows, isn't it?).
@Fr3dY2 Client update rate is set at over 60, with certain updates sent multiple times. I don't think it' s a bad thing that the servers are at lower tickrate, because this allows them to get more data from the clients, resulting in more accurate predictions and simulations, with less missing data due to packet loss or lag spikes.
@pastaclown Seeing and hearing shots hitting are the result of client side predictive nature of the simulation, but the server will not confirm those hits if there is desynchronization, as it runs its own simulation. This can happen because of lag spikes and packet loss. Low tickrate can lead to multiple shots coming at once, but I believe a good simulation can smooth that out as well. It happened to me in Apex, but with very rare occurence.
Apex uses a heavily modified Source engine, which is very capable, but some say it's a bit hacker friendly (and it shows, isn't it?).
@Fr3dY2 Client update rate is set at over 60, with certain updates sent multiple times. I don't think it' s a bad thing that the servers are at lower tickrate, because this allows them to get more data from the clients, resulting in more accurate predictions and simulations, with less missing data due to packet loss or lag spikes.
@pastaclown Seeing and hearing shots hitting are the result of client side predictive nature of the simulation, but the server will not confirm those hits if there is desynchronization, as it runs its own simulation. This can happen because of lag spikes and packet loss. Low tickrate can lead to multiple shots coming at once, but I believe a good simulation can smooth that out as well. It happened to me in Apex, but with very rare occurence.
GRiPSViGiL
5 years agoSeasoned Ace
Not sure how I missed this thread last March...probably the whole shutdown thing that is destroying the economy. Anyway, I have to say I appreciate the mentions as you guys know what is important to me. It is nice to be known for such an important issue! Thanks EA forum cohorts.
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