Apex Legends

Apex Legends Dev Tracker




02 Aug

Comment

Originally posted by HAMMERHEAD394

u/ricklesauceur - You mentioned the latency issues in Asian server very briefly. Can you elaborate on that or point me to the right resources so that I can look it up and understand what these inherent issues are?

It is mostly routing. I describe the issue here: https://www.reddit.com/r/CompetitiveApex/comments/owia0q/p2p_v_clientserver_matchmaking_with_respawn_lead/h7gp48r/

In Asia, you have long distance, lot of undersea cables and different countries and operators. It makes everything more difficult. You add a bit more of political factor on the mix (what countries can link to the States through undersea cable for example ...

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Comment

Originally posted by Beppu-Gonzaemon

I was not trying to disparage you or cause strife. Thank you for all that you do

No worries! Not much I can do about it, I learnt English late in my life (by watching LOST) so this ship has certainly sailed.

Comment

Originally posted by equaNJ

Hi Samy. Thanks for taking the time to do this interview. It was incredibly informative and inspiring for a budding network professional. I completely understand the philosophy that Respawn has decided to take with interpolation in Apex Legends for the sake of making the game more accessible to those around the world with higher latency. I think you and the team have done a brilliant job at making Apex Legends a game that almost anyone around the world can pick up and find an enjoyable play experience with, even if they suffer from common networking issues in more remote parts of the world. I sincerely want you to know you really have done something truly spectacular with the netcode in Apex Legends.

I am curious, however, if it is plausible with your network infrastructure to allow for more refined interpolation settings to be made standard, or at least somewhat accessible, for more competitive modes of play within Apex Legends? Has it at all been considered to introduce s...

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So just to be clear, the game is still fully using a "server-authoritative networking model". It is the way it is designed. What kills the feeling of fairness is not the high ping, but the delta of latency between people and I mostly think it can be solved by matchmaking (grouping people with similar latency). It seems like the right approach. With low latency, the game should feel good and responsive (think LAN) without needing tuning (as in high). Comparisons with CS GO are complicated because our netcode parted ways with Source engine 10 years ago (like number of update rate locked on server tickrate vs lock on framerate, etc).

For the tick rate, my usual joke is: if you can tell me why you want higher tick rate, I would consider it. It is of course a bad faith joke, because it would be very hard for you without knowing the internal of the games what it would do. I think the main goal now has I said in the video is to lower bandwidth usage of the game so stay tuned.

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Comment

Originally posted by Duke_Best

I mean broken as in solo players that are > 500 level. When I pub queue it’s obvious I’m being partied almost exclusively with sub-100 level players for about 6 games. Then, poof!, I get matched with a couple players 300 level or above. We either win game or come in top-5, then next 6 games it’s matched with sub-level 100 players again. It’s really obvious what happening and very disheartening. I realize pubs aren’t ranked, but consistently being paired with much lower level teammates is no fun.

I understand what you are saying but level is not relevant to assess someone's level.

Comment

Originally posted by Duke_Best

u/ricklesauceur - Kudos to the host for bringing up SBMM. It's good to see some verification as to why SBMM is broken for many people (especially solo queuers) from a Dev and that you have ideas on how to fix it. I know it's likely out of your hands, but any possible ETAs on when you/your team can actually start to implement it?

Always hard to answers those questions because you are making assumptions. Is SBMM broken? If I do not think so, I cannot answer it.

The population having the lowest win rate are actually duos (because you play with a friend with a big level delta difference). It is where I am putting our effort first as said in the video.

Comment

Originally posted by PalkiaOW

Thanks for the insightful interview. Many of us play Apex basically every day, so it's very interesting to get a look behind the scenes on fundamental topics like lag compensation or matchmaking.

I think it's no secret that a lot of players (especially towards the high skill brackets) are unhappy with the pub and arena matchmaking. The most common complaint is that solo queuers are frequently matched against high-skill premades, while often receiving low-skill teammates. This is especially frustrating in Arenas, since getting two Lv40 teammates while facing triple stacking Diamond+ players feels like the game is over before it even started.

Personally I feel like the pub SBMM has improved a lot over the past two years, so I'm confident that it will keep getting better. But are you guys planning any future improvements specifically for this solo vs premades situation?

We updated matchmaking last week for the teammate issue and I think it is getting better.

We are planning more update for the premades.

Overall I think it is mostly a perception issue. The numbers for arena are good. Even if the matchmaker put you with 2 low levels, it should be the same in the other teams and we have not seen much proof contradicting this (we have extensive data showing the win rates and people trajectory). Of course it does not feel good to have to carry your team by a lot, so we are addressing the issue (but keep in mind it is certainly the same for the other guy).

Comment

Originally posted by fLu_csgo

Thanks man! I actually do and it was a point that was verrrrry briefly touched on regarding hairpinning (literally mentioned off the cuff) :

I live in the UK and honestly, some times it feels like we live in the United Kingdom of Latency when playing vs the rest of Europe - this has gone back 20+ years as far as dial up days and pre-DSL/ADSL internet - when we used to play CS beta!

Have you ever come across evidence (even anecdotal) to point towards people living on islands (even as "developed" as the UK) to suggest that living on an island can be detrimental to network traffic leaving said island? As opposed to say, being in France/Belgium/Germany/Netherlands for instance, where the network infrastructure is much more accessible than infrastructure that travels under the sea (and by very definition is "harder" to maintain)?

Could it literally be down to how badly the infrastructure is maintained/has aged (without refresh) in the UK as opposed to th...

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The main business of your ISP is to interconnect its own network to other ISP network for as cheap as possible. When you play on an Apex server, your Internet goes from your ISP to multiple "hop". The ISP bill and pay others ISPs based on the input/output volume of data. But it is also defined by hardware capacity. So if only one of the interconnection along the way has congestion, you will feel it! Sometime ISP accept it as it is temporary, or only for peak hours and they accept the service degradation for cost reasons. People browsing the web will shrug it off, but real time multiplayer is sensitive to it!

Comment

Originally posted by ManAndHisMastiff

Was this fixed in the recent patch? Octanes boosted health regen and quiet steps are dominating rn

Unfortunately, no. We couldn't find an obvious issue with the jump pad in the Dev build, there is something subtle that is different in the Release (compiled) and Dev build, so we added some telemetry to the new patch to help us fixed this.

Comment

Originally posted by fLu_csgo

Just started watching this - fantastic so far, really really good insights in to matchmaking. Makes me really happy that Respawn have such good engineers on board - Samy is clearly very very good at his job, and passionate to boot. I am so glad they put stuff like this out there and allow their engineers to talk freely!

Thanks a bunch, do not hesitate if you have any questions!

Comment

Originally posted by writing-nerdy

Sorry to be antsy, will I be a happy dude regarding the season 10 launch...? :D

Not yet, it will come

Comment

Originally posted by Beppu-Gonzaemon

I am having trouble understanding him

C'est la vie

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01 Aug

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@kris55565 If you believe someone may have accessed your account, you will need to speak with an advisor as we are unable to assist with account issues on the forums. 

 

We also have a help article that provides further information for helping to secure your account. 

 

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Hey @kris55565

 

We would be unable to help or provide information about a ban on your account if one has happened.  

  

You will need to reach out to our Terms of Service Team for further assistance. You can get further information and reach out to them at the link below.  

  

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Hey @sacacorchos45 

 

Thanks for letting us know this is happening, Can you try the steps below and let us know if this continues?

 

  • Clear Cache:
    • Open System Settings on the HOME Menu
    • Then select System ⇒ Formatting Options ⇒ Clear Cache. 
    • Select the user you'd like to clear the cache for, then follow the on-screen instructions. 
  • DNS settings: ...
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31 Jul

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siiick! sharing with the team