Apex Legends Valkyrie

Epitome by Respawn Amusement

The blight of many online multiplayer games, no matter how fun they might be, can oftentimes be the tick rate. The tick charge per unit, or refresh rate, of a server, is how many times information technology updates per second, information all players in the server of any new data that they demand to know.

This information tin can include other player positions, bullets and trajectories, and other forms of incoming damage. If the tick charge per unit is likewise dull, the game is oft considered sluggish and information technology is the common consensus that the faster the tick charge per unit, the more than accurate information players have to work with. This is especially important for competitive play where snap decisions and instant reactions can ofttimes decide who wins and who dies and this is why most professional tournaments will be played on LAN when possible.

For Apex Legends the server tick charge per unit is 20 Hz, with virtually players feeling that threescore Hz is a more adequate speed to compensate for other problems that occur while online gaming. While the community wants this change, it does non seem likely based on a developer blog post to the official EA website.

In the blog post, Atomic number 82 engineer Samy Duc gave some details about the infamous tick rate issue. According to Duc, increasing the tick charge per unit will not magically solve many problems that players perceive as being related to server refresh rates. "Information technology wouldn't practice anything for bug that are tied to plain old lag (like getting shot while in cover), ISP-level issues, or bugs (like with hit reg and slow-mo servers)," writes Duc.

The problem is that the developer needs to remainder bandwidth usage with the histrion feel and figure out what volition actually make things better versus what will simply appease vocal customers without really changing annihilation. In an extremely math heavy part of the post, Duc shows that a thespian with a 50-millisecond ping would experience a 75-millisecond filibuster, getting 5 frames of lag if running the game at lx FPS while on a 20Hz tick rate. If the tick rate was boosted to 60 Hz, the same math would see 3 frames of lag. So, a lot of expense all around for little improvement.

Equally such, it is highly unlikely that the tick rate for Apex Legends volition be changing any time shortly.