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@apostolateofDOOMOk, so, regarding tick rate, I think we should approach the subject from a different perspective. Let's consider matches going on LAN or on optimal network values, with high end machines on both ends. I think the experience is usually great in this case, was even confirmed by pros on some occasions, but the thing no one realizes is that it still happens at 20hz snapshot rate. In these ideal setups, a difference between 20Hz and 60Hz would be barely noticeable and certainly not worth tripling the hosting costs.
Sure, a lower tick rate does add a delay, but it's a constant one, which can be easily overcome by lag compensation. It's the congestion on the network that causes most of the awful issues, and the interesting fact is that the situation could actually worsen with an increase in tick rate.
With Arenas, there are chances of improvements. There are way less combinations of things to put pressure on the physics engine, a reduced amount of data to be sent and processed. It's just that this mode lacks the unique Apex BR flavor.
@DoYaSeeMe Yea but if they.... Wait, did you just say there's chances for improvements in the new mode? 😃
- 4 years ago@apostolateofDOOM Yes. even if there is the same number of players per allocated server cpu core, there will be less combinations possible. 10 3v3 matches can't produce the same crazy amount of combinations like one 60 player br.
This can cut both ways though, like cramming more players per server than for BR's.- 4 years ago@DoYaSeeMe Let's hope they choose to go for performance instead of cramming more into the same space but i think i know which one they'll do.
Like to be proved wrong though...- 4 years ago@apostolateofDOOM Edited my previous reply, a big chunk disappeared, like a no reg 🙂. Pretty weird that a * was showing instead...
Anyway, must add the fact that most games refer to the client update rate when talking about tick rate. A game that advertises 128Hz but supports consoles that can't take more than 60Hz, is unlikely to have server snapshots sent at 128HZ, because it would mean that players on 60Hz capped devices would miss a lot of critical updates, which would lead to awful desync, logical failures, crashes.
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