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DoYaSeeMe's avatar
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 everyone says that the potato servers are at 20Hz, why are you lying?!?" 20Hz, or 20 times per second is the minimum limit for the server to send an entire game update to the clients. The thing is, game updates are big for Apex, so they need to be split into multiple packets and sent throughout multiple ticks.

"Raise it to 120 - 28Hz, what are you waiting for?!?" Doubling the data rate simply requires twice the bandwidth and probably twice as many servers. This doesn't just double the bill, it also makes the game more unstable, with more packets dropped or lost. All this while the majority of players don't actually have devices that support more than 60Hz (some may even be at 30Hz).

"Ok then, reduce the data, make an update fit into a single packet.or at least twice as few as it is now" I am pretty sure that devs continuously work on optimizing this, but we are asking for a 2x-5x reduction, while the game keeps adding stuff. The data that's being sent is also pretty basic: coordinates, action id's, animation states,flags. Nothing that can be cut without getting serious issues like players teleporting or stuff vanishing. Using a very powerful compression can probably make that data smaller, but all that gain gets lost an then some, as both the server and the clients need time & power to compress and then decompress.

"Damn, you're so negative! They should increase the packet size then, bam!" I believe the size limitations are set to meet the network standards. There are many tons of old and low quality hardware across the millions of miles of wire, they are to blame. Upgrading all these is probably a matter of trillions of $.

Disambiguation

As the gaming world evolves, there is more and more confusion surrounding tick rate. This is because, in the past, a full game state was able to fit inside a single tick, while the frequency was low enough to give a decent time interval to process a frame, for most machines. It didn't matter if someone used update rate, snapshot rate, simulation rate, server frame rate or tick rate. In the recent years though, more and more complex multiplayer games appeared and, as a consequence, the amount of data constituting a game state grew beyond what can be sent within a single tick. In parallel, hardware evolved as well and pushed framerates way beyond data rates. Developers tried to address these issues in various ways: pushed the tick rate to higher values, decoupled frame rates from tick rates, split game states to fit in multiple ticks, deviated from or changed their game engine state machines in order to have critical parts processed faster, with priority.  Therefore, tick rate is rarely equivalent with game state update rate or server snapshot rate nowadays, which is what players usually ask for, while, in certain games,  its increase would have an unnoticeable improvement, a dangerous impact on stability or simply be impossible (already at max supported by the clients or the server).

28 Replies

  • Vdstrk's avatar
    Vdstrk
    Seasoned Ace
    5 years ago

    TL;DR

    Apex is what it is, and cannot be changed. If they have to improve the "netcode" they might as well rewrite the whole game, which will never happen. In the very unlikely event that "netcode" will drive a re-writing of Apex, I sincerely hope that a less exploitable engine, other than Source (dating back to 2004), be used.

    Cheers!

  • Vdstrk's avatar
    Vdstrk
    Seasoned Ace
    5 years ago
    @DoYaSeeMe

    Agreed on the Wraith change. While it was the "right" thing to do, it was at the beginning. At season 8 it only feels like harassing Wraith mains.
  • hayhor's avatar
    hayhor
    Hero
    5 years ago
    @RayleenKovacs The lower TTK was due to a change in the shield health, not necessarily the evo shields themselves. Also, it was not only lower ranked that complained. Everyone did. High and low alike. There were only a few on here that fought to keep the lower TTK and from what I remember they were not high skill players.
  • @RayleenKovacs no worries, I read the whole post, thanks for taking the time.

    One quick thing before I go play: there's no need for servers to send sounds, except for the voice chat. It's enough to have the coordinates of an enemy or teammate and their current state or frame to determine the related sound that needs to be played clientside.
  • @DoYaSeeMe I'm not a technical expert, i know only the basics so i won't talk about that stuff because i don't have the knowledge to do it. But i am an Apex player. And I judge what i see. And what i've seen for 2 years is the game getting worse in some things, which is really frustrating. I love the gameplay, the gunfights, the legends concept, the lore behind them, the cosmetics and other stuff as well. But if the things that make the game run don't work properly everything else will be affected by it. People are frustrated because they don't see an improvement coming in the near future based on what we've seen in the past 2 years.

  • @Cro_Pittt I can totally understand frustration. And guess what: devs feel it too! We're all human. How can we address this though?

    Well, let's consider frustration ratio = expectations / reality. The higher it is, the worse things feel. To lower it efficiently, work should be done on both increasing the denominator (the value of reality) and lowering the numerator (the level of expectations). Reality is mostly on developers, providers, technology, only little push power is left in the hands of the clients. The level of expectations though, that's almost entirely in our back yard and anchoring it to the reality is where I keep aiming at with so many of my posts.

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