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DoYaSeeMe's avatar
6 years ago

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.

17 Replies

  • Fr3dY2's avatar
    Fr3dY2
    Rising Ace
    6 years ago

    You can add +cl_showfps 1 to launch options to see some info on the screen, including network stuff.

    As far as I know tick rate is still 20 and Devs are not considering that a problem.

  • I highly doubt anything has changed. Recent videos from Shroud have multiple clips of hitting static / moving targets (big or small) and getting multiple no regs, as well as consistent game crashing, getting downed behind cover, and audio issues. 

    Biggest offender of no-reg is a tie between a clip of Shroud shooting at a purple shield Wraith, hitting multiple times with a Wingman but not downing the target despite hearing and seeing shots hit. That or the static Gibralter who hadn't noticed he had entered bubble, which Shroud then shot with a PK, only to see half the PK pellets hit give blood and VFX yet have multiple pellets not reg, and the other half to pass right through and hit bubble instead. 

  • @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.
  • GRiPSViGiL's avatar
    GRiPSViGiL
    Seasoned Ace
    5 years ago

    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.

  • GRiPSViGiL's avatar
    GRiPSViGiL
    Seasoned Ace
    5 years ago
    @pastaclown I definitely doubt 60Hz is the tick rate even seeing clips now let alone since the beginning of the year.
  • DoYaSeeMe's avatar
    DoYaSeeMe
    5 years ago
    @GRiPSViGiL Welcome back! 🙂

    Server updates are most probably not 60Hz, but the clients do update the server at 60Hz. 128Hz means a massive jump in costs for hosting (possibly 4x higher or more), while also risking some instability , especially since not all are dedicated, high end game servers.

    If you want to understand the efforts, here's Valorant's example: https://technology.riotgames.com/news/valorants-128-tick-servers . Note that Riot games is like 5-10x bigger than Respawn, while Valorant has 5x less players on a map that's many times smaller, with simpler mechanics and slower movement.

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