5 years ago
Tickrate Stuff
I think it's kind of safe to say that the tickrate for Apex is around 60Hz. Clients send their updates 60 times per second, while servers send game data up to 60 times per second. "Wait, but everyo...
@DoYaSeeMeBattlefield.
''Doubling the data rate simply requires twice the bandwidth and probably twice as many server''
They pay tiny amounts for the data like $0.001 or 2 per gigabyte and you only have half the games population in ranked so it'll double to $0.003/4 per gb for that performance gain for 40% of the playerbase who played over 5 hrs in ranked (without bad LTMs forced on us increasing traffic to ranked it would be much lower overall) with the added revenue after of making it a more viable e sport and likely better performance for most users. They're not poor or doing badly enough not to make those improvements so they should double down.
@apostolateofDOOMIf you want a proper comparison, please provide the following ( for Battlefield & Apex):
There are more that can be added to the list, but these will suffice to prove how different these games are under the hood. Note: all of the above affect the amount of data being sent / received
@apostolateofDOOMWell, you brought Battlefield in, should be your task to do a detailed research to support your statement. Let me give you one basic comparison though:
- An explosion/destruction in Battlefield is visually more complex than an Apex deathbox, right? Well, yes, but this has a client side impact. Netcode wise, the explosion is calling an item to change state (which then plays the related animation on the client) or an animation to be played at a certain coordinate and moment in time, data which can be sent only once, in a single update. A deathbox is a simple object, but which is affected by the game's physics engine, so its position, rotation, skin id have to be sent continuously while the box is falling or carried by a flyer, while its owner banner id, list of item ids, amount per item, ping /dibsed flags per items, etc. have to be sent continuously to the players that loot the box. Already easy to conclude that this deathbox takes many times more data space in an update, for a longer period of time,so many ticks or updates.