Forum Discussion

dsihfvoersfu's avatar
2 years ago

Random 200ms lobby

Any idea how to fix this? I've surveyed some random pubs in my team it seems that many of them have the same issue as I do but this 200ms game is happening more frequently. I have a friend that go duo with me, we both faced 200ping at the same time, but our random teammate does not. I've changed my DNS to google and it isn't helping. My connection towards other games such as valorant has no issue at all, discord still stay low ping, it only happens to apex and it's so frustrating. My speedtest result is 6ms latency, 250mbps download speed and 100mbps upload speed though. 

4 Replies

  • @dsihfvoersfu Apex just has AWFUL servers and when a lot of cheaters are online, it gets even worse. If you ever played on the off hours, or when people in your area would be asleep, you'll notice its much better.

    That's because most of the players, (and cheaters) aren't overloading the servers due to being offline.

    My current issues with the game is high ping, lag, and other connection issues NOT brought on by my connection as Discord works fine, Fortnite works fine, you name the game, if I own it, it works fine. Apex is the only one that goes, "nah, you'll rubberband because I say so". Not to mention that Apex is port forwarded on my router, yet its having issues.

    Its also annoying getting shot around corners and getting shot by players more than what's visually shown or heard. For example if I got shot by someone using a Wingman, I would see maybe one bullet line and hear exactly one shot, and then the death recap would say I got hit 2-3 times.

    Awful servers + High ping players that have high ping because they're from overseas, (AS players playing on NA servers, for example) = not a good time.

    Especially when a lot of the AS region players come over to the servers I'm on with cheats. Then, its just a match where they're basically in god mode, as your shots don't register due to the game mostly favoring the lagging due to lag compensation, and they're beaming you because the anti-cheat apparently doesn't know what aimbot is.

    Lag compensation is very much a real problem, because if I go and connect to Tokyo servers, I get killed far less and a lot of my missed shots are more likely to be registered as hits. I've seen players run around corners and it says I've knocked them, or I would go and reload, and they get knocked.

    This sort of thing wouldn't have happened if lag compensation wasn't a thing, and I don't see this issue while playing on servers within my region. This is also one of the many reasons why @Balladalidila had suggested region locking. https://answers.ea.com/t5/General-Feedback/Seriously-REGION-LOCK-THE-GAME/m-p/13670297

    Also, if you don't know, the Apex servers run at 20hz. Most games, (such as Fortnite), runs at a higher hz. For example, Fortnite has 30hz, Counter Strike and Overwatch has 64hz, Valorant has 128hz, etc.

    You can sort of think of this as the frame refresh rate on your system's monitor. If you're looking at a screen that's counting down from 10, it would take much longer for it to update on lower hz servers, as 20hz would update you 20 ticks a second, compared to Valorant, that would update you 128 ticks a second.

    Say it takes 4 seconds for a player to fully go around a corner on your screen, that's 80 ticks on Apex servers, (20 ticks a second). While on a server with 40hz, you would see the player go around the corner within 2 seconds.

    - 4 seconds x 20 ticks = 80 ticks
    - 2 seconds x 40 ticks = 80 ticks

    In this example, its still the same amount of ticks, but the 40hz server processes the information quicker, updating other players on the location of the one who went around the corner a lot sooner than the 20hz server would. (This is also why we get hit around corners, although part of it does have to do with lag).

    If the servers ran at 60hz, the example above would take the server around 1 1/2 seconds to process the player's movement, but that means nothing if any player is lagging. If its the player going around the corner, others would see them freeze in place or be teleporting around. If its the other players, they would be the ones to freeze or teleport on the screen from the perspective of the player going around the corner.

    In other words, we need better servers where players with unreasonable pings are kept off the server as it causes too many problems.

    Lag compensation is suppose to "bring realities together", as in if my connection is faster than yours, its suppose to slow me down to be at your connection's speed, where we'll see each other at around the same time, rather than me seeing you sooner than you see me.

    What ends up happening is that I would see you first, and most of my shots may not register when they hit you, while you'll see me on your screen afterwards and your shots can still hit me, even after I had left the area. If I ran past you, on my screen I would see you in a corner, and I'll be around the next corner, thinking you didn't see me. While on your screen, you had shot at me while I was running past you. This then leads to me taking damage even after I had cleared the corner and got out of your line of sight.

    The game doesn't really care if the low ping player hits the high ping player, but if the high ping hits the low ping, it compensates and gives that hit. This also can lead to no regs where you can't hit high ping players, hence the mention of god mode above. Most games would favor my connection in this instance as the game would of been told where I was a lot sooner, and it would know that by the time you shot at me, I was no longer there. If I was the one with the high ping, the server should see your shots as valid, as it would see me within your line of sights, (maybe even standing still due to any lag on my end). This is how games should be, not "the one with the potato as a router wins".

    Also note that my understanding of server ticks and other things mentioned, are from my own understanding and experiences, so if I'm wrong, feel free to correct me.

    Edited: Fixed tag, it didn't tag @dsihfvoersfu

  • dsihfvoersfu's avatar
    dsihfvoersfu
    2 years ago

    So based on the lag compensation you mentioned, does it mean like to the lagging player they see me stand still, shoot me but from my side, I'm actually moving around but the hits count for them? Sometimes I would get 15-30ms in normal lobby, and just randomly fly to 200ping and the match just stay like that the ping will never drop down, I heard from my friends they said the China players overloads the server with vpn since they cannot access to the game without one. Using vpn will overload the game server? 

  • That's because you are not full 3 man premade team (you're duo or solo). if you have full premade team with more or less the same ping, you won't get a random temmate that's far from you, what happens is our ping is high because you're compensating for your random teammate's ping. And the reason why the 200 ping is random because it's not always you're the one who get sent, sometimes the random teammate is the one who get sent to you instead and he would experience the high ping.

  • Midnight9746's avatar
    Midnight9746
    Hero+
    5 months ago

    @dsihfvoersfu Sorry for the late reply, but first off, a VPN wouldn't cause the server to be overloaded, as it could just be seen as a connection from someone within the server's region.

    As for your question, (and to my understanding), a lagging person might see you stand still, but in most cases they would see the version of you from moments ago. The main reason why you take damage after going around corners, is because for some reason when the player hits the version of you from moments ago, the lag compensation counts it as a hit.

    My guess is that because the lag compensation is trying to bring both players into the same reality, its counting, (and ignoring), damage where it sees fit, as sometimes having a higher ping means you deal little to no damage at all, (or you're shot before you have a chance to respond).

    @BreadTakin Also to my understanding, any pre-made team plays on the party leader's data center, which means that if one of the teammates lives further away than the party leader, they're going to be lagging a bit. As for any randoms, they're also playing on the same server as the party leader, as both them and the party leader had connected to the same data center prior to joining the match.

    The game shouldn't be giving you teammates from other regions, unless those teammates had either joined your party, or had switched to your server's data center. (For example, seeing someone with a Japanese name, does not mean they're connected to a server in or around Japan, but rather to the same server as you).