Forum Discussion
You can try optimize your internet.
- set a different dns (I recommand 1.1.1.1 and 1.0.0.1)
- restart router
- optimize internet with TCP optimizer
- run as admin, chose your internet speed on top, check "optimal" below, apply and restart
- open TCP optimizer again (always as admin), go to selection MTU/Latency and run the "Largest MTU" test.
- If your MTU is different than 1500 ore 1492, you need to go back to general selection, check "custom" below, set the MTU on top to the falue which you got before
- check apply, restart.
A note about TCP Optimizer in case you don't know how it really works.
Everything in your path to and from Apex Legends, including other servers for general servers and DNS have to be using the 1492 (actually it, 1472). (1500 bytes packet - 28 bytes payload). What you're actually trying to do is impossible, almost all Internet server are set for 1500 bytes per packet as of right now. Does it make it right? No. When you set it for 1492, that doesn't set the Fragment Packet flag, however, you still receive in 1500 bytes coming in from other servers. Regardless of how your network equipment and computer MTUs are set. Why? MTU is Maximum Transfer Unit size, the key is "Transfer", has nothing to do with "Receive" units. The Electronic Arts data centers all have 1500 bytes per packet to the outside and 9000 bytes (jumbo frames) on the inside between the datacenter server backbone (separate network for load balancing).
1500 bytes per packet isn't the problem because the Internet is based on it, however, many protocols that sit on top of it use more than the packet size allows, which is the technical reason why the fragmentation flag is set and the data gets less than accurate QoS timing, let alone crappy bandwidth.
It would do Electronic Arts a lot of good to use Cloud Flare's cloud security and Content Delivery Networks, that way, refer all traffic through Cloud Flare, the DDoS attacks could be mitigated in a hurry. If Electronics Arts changed their network address for their servers a shifted the IP range out of the standard issue they are using now, it would be exceeding hard to attack them directly.
The packet loss issue is an internal problem within the data center, usually due to either DDoS, other malicious actors trying to exploit the systems, bad routing, software with memory leaks or misconfigured hardware and software. Of course, it can be a combination of above, too.
About Apex Legends Technical Issues
Community Highlights
- EA_Blueberry7 years ago
Community Manager
Recent Discussions
- 2 hours ago
- 3 hours ago
- 3 hours ago
- 8 hours ago