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@DoYaSeeMe Yea but if they.... Wait, did you just say there's chances for improvements in the new mode? ๐
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 ๐. 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.- 4 years ago
@DoYaSeeMeOf course you get no reg, the forum is on EA servers after all. :P
I've always talked about tick rate on server, not client side. Taking the world state and updating clients at that rate but never knew about packet splitting or how that works ect for larger updates in games until very recently.
Also aren't clients variable so if you're on a 128hz server and playing on console it would just cap and send/receive updates at 60? I don't know how that works with crossplay for example and i don't play console but most people nowadays will play at 60fps on PC as that has been the bare minimum for shooters for a very very long time and we're at 360 refresh times now... Also, how would that work on a potato PC that could only run Apex at 15fps? Would that crash it then?
Anyway, i'm aiming for improvements that would benefit those that don't need to upgrade their rig. Next gen consoles would benefit from this too.
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