@AlBrz80 Other folks with experience have made a similar observation re: POPCNT's presence in Apex.
Let's pause for a sec to look at the reality of the situation: Apex Legends is a huge multiplatform success.
Respawn undoubtedly has a backlog of issues the length of my arm, in very fine print.
We're a smaller minority in the grand scheme.
Now, the principle reason for the instruction set quagmire, in all likelihood, is that multiplatform support.
The AMD Jaguar cores in the consoles, 2012 generation chips, support SSE instructions up to and including the SSSE3, SSE 4.1, 4.2 and POPCNT era.
So, if your game is an enormous multiplatform success (we haven't seen a specific breakdown of the Apex demographic, but all you need to know is the PS4 has an installed base of 92 million consoles, and the Xbox One is sitting at about 40 million, and this game is 100% free-to-play on both), as a developer you probably don't want to tweak your main multiplatform compiler code, pre-branch/runtime.
Until this whirlwind launch relaxes a bit, you don't want to "upset the apple cart" so to speak.
It's likely this POPCNT issue is profoundly known and accounted for on a 'to-do' list, but it's very low priority.
Right now they're continuing to address stability on the PS4 and Xbox One clients as well as the initial minimum spec range PC clients.
In their position, most would operate this way. Remember those other games we've listed that were afflicted by POPCNT incompatibility (and later fixed)?
Well - a few of them required 3-4 months before solution. One of them was a couple of weeks post-launch, another was 6 months after launch!
Unfortunately we need to be realistic in terms of timeline expectations. I would, however, mention Anthem's recent SSE refactoring as a hopeful sign.
EA has internal Producers assigned to games/teams (I.e., Bioware, Respawn) and they're constantly communicating with each other.
Priorities can be introduced sooner than anticipated. It comes down to visibility, so we need to keep getting the word out.