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That was an interesting read. Never expected Respawn to be so open about this. Very cool!
TLDR; servers are complex stuff with lots of variables and lots of issues. Progression is made to enhance the player experience where possible and most effective.
The numbers they used for that are:
- Server tick rate
- Player ping
- Frames per second that you see
None of these numbers seem to be specific to Apex Legends. I think you could safely do this same calculation for other games.
But, keep in mind the other part: Apex Legends sends out massive chunks of information. All players, abilities, skins updated every time from the whole map. I can imagine Volerant to be a very small portion of that. Increasing the tickrate of Apex Legends from 20Hz to 60Hz does not only decrease the frame delay from 5 to 2, but would also boost the bandwidth. Meaning you get more jittering and is a possible worse experience.
I mean if I am in docks, does it matter if the game doesn't update the Bonsai plaza for me? Render wise or internet updation wise?
Besides it gives me another reason to switch to Arenas, cuz less players/smaller map is less strain on my trash internet.
- 5 years ago@BaldWraithSimp Server has to process all the data anyway, because it's not just computing stuff solely for you. Only a very small percentage of projectiles make it past a few hundred meters, so eliminating these cases would have an insignificant impact on performance. Bandwidth saving by sending only relevant data to each player poses a big risk of a very unreliable simulation on the client, resulting in players or bullets appearing out of nowhere or teleporting around.
As for the arenas, yes, there will be less bandwidth usage, but server performance will probably stay about the same. This is because there will be more arena matches per server than br matches.- 5 years ago
They already did bullet prediction for every bullets that being fired, that means they can detect cheater using aimbot since day-1 !!!
And still DO NOTHING about it ???
* ME OFF.
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