Forum Discussion
1. “If the console hop caused it, PS-only and Xbox-only would have the same issues.”
No, that’s not how routing works.
PS-only players all use the same routing path, so the server sees consistent packet timing from everyone.
Crossplay mixes direct PC routes with PSN/XBL While I have no idea how an XBOX user feels, I do know it's better without consoles on PC.
2. “A small authentication hop can’t create unpredictable in-match desync.”
It can when that “small hop” decides your relay path, NAT behavior, packet encapsulation, and transit provider before you ever hit EA’s server.
PSN and XBL do not simply “verify the session” — they impose the entire connection method.
If your initial path forces relayed UDP or bad NAT traversal, you get jitter and packet reshaping.
Jitter = desync.
You're oversimplifying something you don’t understand.
3. “PC-only lobbies don’t prove anything.”
Yes, they do, they isolate the variable.
Remove PSN/XBL routing and suddenly hit-reg and desync improve across the board.
If disabling the console routing layer instantly improves gameplay, then guess what the cause is?
Hint: not the players.
4. “You’re mixing up pre-game routing with in-game netcode.”
No. You are.
The routing path negotiated during the handshake doesn’t vanish when the match loads.
That route persists for the entire session.
Platforms don’t renegotiate fresh network paths at round start, that would probably drop the connection.
If the handshake forces a garbage path, you’re stuck with a garbage path the whole match.
The platform handshake absolutely affects the gameplay loop because it defines the path your packets take during gameplay.
Also, as you can see ppl dont want to play with low skill aim assist players, but that's another story. We should ask for input based lobbies since controller with AA can be aslo used on PC, thing I'm sure EA wont bother to implement.