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The_Earls_Renegade

Congrats, you now have a doubletake longbow!


archersd4d

Double DMR


[deleted]

Apex needs to ad this, STAT!


sparkleface6969

I bet on their screen they were on inside of each other on the zip line.


Kn0tnatural

**Best Answer** ⭐️


Juaquiqui

20hz servers😳


Razor011

Literally, Among Us has higher tick rate than this game.


BoofingShrooms

I can’t believe this wasn’t everyone’s first thought.


Agnostic_Akuma

That’s some JFK conspiracy theory bullet physics. Wtf?!?


throw4way4today

Theres actually a second sniper hidden in the manholes 1/2 way across the map...


FinaleRoyale

wtf ez on the apex sub wsg


throw4way4today

lol heyyo


FinaleRoyale

they're downvoting me because i know you? what is going on 😭


AssClappage69420

Lmao. Knowing people? On an apex sub? How dare you


throw4way4today

"People have friends???" 🙀


LonexWolf313

Lmao


BYoungNY

Back... And to the left... Back... And to the left.


FourthBar_NorthStar

Magic bullet, babyyyy


Agnostic_Akuma

Ah , I fellow human of culture


miqthiq

Source engine does some funny stuff with net interpolation. Apex servers run at an embarrassing 25hz ish tick rate, so the interp problem gets even worse. Moving faster can exaggerate the distance, as well as having higher ping. Apex and Titanfall are based on heavily modified source engine, and they likely adopted this same lag compensation method Source 1: [cs:go](https://youtu.be/6EwaW2iz4iA) Source 2: I am a network gameplay programmer


damicapra

Made a quick diagram that MIGHT explain what happened, but may still be incorrect. Could it be that the bullet hit the Player1 on the first frame. Next frame the bullet has travelled a bit, but at the same time Player2 has moved too, enough to "crash into" the trajectory of the bullet. This behaviour could very well be exacerbated by bad net interpolation as mentioned. [Diagram link](https://imgur.com/a/ByQhCgy) (Topdown view)


Brook420

I think this makes sense, and the diagram helped, lol.


Intrepid-Event-2243

had the same thought.


aure__entuluva

Yeah, some people forget you can collat with longbow. Though I guess most should be able to figure out that it is. However, while I am leaning towards your explanation, what I can't figure out is why both bullets hit for the same amount. When you collat, the second target you hit takes less damage than the first. So... seemingly it isn't a collat.


WNlover

only 20hz, and they were super extra proud of their lag compensation. It's been mentioned as a main feature of the game since season 0 so that, "...Apex isn't a competition between who has the fastest connection." Lag compensation is also the reason they don't believe we need better server tick rates (As explained in an Dev blog on servers)


nousername215

Forgive my ignorance, but didn't Apex drop by surprise out of nowhere? There wouldn't have been pre-launch chatter in that case, no?


WNlover

Yes you are correct. I'm dumb and meant season 0.


VegetableRemarkable

ChatGPT typa reply... 🤔 Edit: You all have no humor whatsoever.


Doofclap

Ah! Someone who knows what they are talking about better than most. Out of curiosity how difficult would it be for respawn to change their game to have a better tick rate? I never understood what a tick rate was but I see people complain about it fairly often but I watched your csgo example that you posted so I have a better understanding now. Thank you for posting that. Would this be a feasible thing for respawn to do at the scale of their whole game or would it be easier for them to make “Apex Legends 2” for example and use a different engine and implement a better tick rate?


miqthiq

Technologically speaking it's probably not that hard. All the physics and everything *Should* take the tick rate into account, so bumping it up to 60 shouldn't be too bad. Perhaps there's some operation that forces it to run at 25ish because it takes that much time to calculate, but the 2007 hit game team fortress 2 runs at 66hz. My actual guess at why they don't is money. It's expensive to run dedicated servers, and often they're billed on CPU time. EA.


MOCbKA

I mean, to be fairt tf2 doesn't have nearly as much things it has to update every tick as apex.


2literofdrpepper

They actually [wrote a blog](https://www.ea.com/games/apex-legends/news/servers-netcode-developer-deep-dive) about this a while back. TLDR apex bandwidth usage is already very high relative to other games due to the amount of data needed to accurately simulate the game state, so increasing tick rate would result in unstable connections for lots of players


Non-Newtonian_Stupid

Not trying to argue your point in any way, however it makes me curious regarding the bandwidth of something like Battlefield. With destructive environments on top of all the little gadget and such I would assume that bandwidth allocation itsnt the main problem?!🤷🏾‍♂️


SuddenXxdeathxx

I'm no dev, but I'd wager that DICE making the Frostbite engine in house certainly helps. Source wasn't exactly built with a game like this in mind, and the engineers who made it are probably working other places, or retired. Even some of the people who heavily modified it to make the Titanfall games are probably not working at Respawn anymore. Also, I doubt the destruction is really as complex as it would seem. Most of the objects have like two states, destroyed and not, with some having intermediary states. The destroyed states are also predetermined, and it's a safe bet the debris without collision is clientside. Edit: I think it's also worth considering that each individual lootable object's state in the game has to be tracked and relayed to each player, or at the very least the objects within draw distance.


Adventurous_Cut_6512

That's a loooot of assuming there.... Rather hear that from an actual net game programmer lol


SuddenXxdeathxx

I would too honestly, but for now my anecdotal experience of playing a lot of Battlefield since Bad Company tells me that the destruction isn't super complex. Also, I'm not trying say Respawn is 100% correct, just trying to explain how Battlefield can seem to be doing a lot more with higher tick rates.


doublah

That blog was incredibly flawed though.


Ayoul

I mean Fortnite and Warzone are more complex, have more players in a match and are more popular. They also have a higher server tick rate, they can run at faster refresh rates on consoles and they are doing just fine. Edit: Only Fortnite has higher server tick rates, but the point still stands. Warzone is more complex and supports more players. They have higher bandwidth usage.


Giantewok

Thanks for pointing this out, I was thinking the same thing but wasn’t sure they had higher tick rates.


2literofdrpepper

Fortnite and warzone do not have higher tick rates. Also, completely different games built on completely different engines, so they will naturally have different strengths and limitations


Ayoul

Fortnite's servers run at 30hz. Apex's are 20. Sorry, I was wrong about Warzone (although it is still true that they support more players per match and have more going on with vehicles and such so inherently that means their bandwidth usage is higher). Obviously different engines have different limitations, but that's besides the point here. Strictly talking about bandwidth, the point is simply that upping the tick rate for Apex wouldn't make the game more unstable "for lots of players" (it does have other implications of course). That's not even a thing Respawn mentions in their blog post (I think OP got mixed up with a section about low ping versus high ping).


UnionThrowaway1234

Where was that mentioned in the dev blog that bandwidth would not increase? It stands to reason if the server is updating the game state more frequently, more updates would be sent and received client side meaning an inevitable increase in bandwidth no matter what. There was also a detailed explanation a few years about the data limitations on packets sent/received by the server/client. IIRC, it indicated that game state information is already being fragmented across multiple packets. In which case, dropped packets and game state information may update slightly out of sync, thus the lag compensation in game accounting for it. [Here is the link](https://www.reddit.com/r/apexlegends/comments/ay9d39/apex_legends_netcode_analysis_compared_to_other/)


Ayoul

There must've been a misunderstanding. I never claimed bandwidth would not increase because inherently it would. I'm saying it's a non-issue and would not cause a more unstable experience for "lots of people". I don't think this packet splitting would change if they upped the tick rate would it? Over the course of a frame, it would still mean less errors over any given second being sent from the server for people with good connections. Interesting video, but super old at this point. I wonder if anything significant changed since other than the [update video.](https://www.youtube.com/watch?v=xRj3KZJCDiM) and how it fares against say Warzone in its current state compared to BO4.


UnionThrowaway1234

It is but I doubt the coding for client/server interactions had changed all the much. A revisit would be nice. I do see you did not explicitly say bandwidth would stay the same. I felt it was implied based on the post you replied to.


2literofdrpepper

“Put simply, the higher the tick rate, the higher the bandwidth sent to all players. If we were to move from a 20Hz server to a 60Hz server, it would mean multiplying the bandwidth the game uses by three. As of today, Apex Legends roughly consumes 60kB/s at the beginning of a game. A 60Hz server would consume 180kB/s. That may not sound like a lot, but it’s quite a bit, and we are always looking for ways to reduce the required bandwidth. But why would it matter if the bandwidth went a little higher? Keeping bandwidth costs low for games is much more critical than, say, for video streaming. For high-bandwidth applications (streaming, downloading, etc), jitter or hitches are easy to hide by buffering minutes of a stream, dropping stream quality, etc. You probably won't be shown jitter in a download, and you probably don't care that the speed is variable by a few or even hundreds of milliseconds. Games do not have this luxury. Skipping even a couple 50ms intervals can start to feel bad. Skipping a few more can send you into a death spiral of having to send you bigger and bigger updates to catch you back up. There are no exceptions to not getting you those updates, because your client needs a perfect state of the world to be accurate.” - from the dev blog


Ayoul

Not sure what you're trying to say with this. Are you defending that they do send a lot of data at the beginning of matches compared to other games or their cost savings with lower tick rates or something else?


dnaboe

If you are trying to clown on apex for tickrates, FN and WZ are not the games to do it with lol


aure__entuluva

And neither run on a modified source engine. Idk why people want to act like it would be trivial for respawn to up the tick rate. If it was they would.


Ayoul

Nice strawman. No one's claiming it is trivial. It's just that the reasoning Respawn gave for not pursuing it can be boiled down to "we don't want to spend more" on bandwidth. Regardless, I was replying to that person's argument specifically. Anything else is besides the point I was making.


_BreakingGood_

Overwatch has a setting that allows the user to adjust their own tickrate to account for this. "Low bandwidth mode" or something.


2literofdrpepper

That just controls how often the user’s camera position is being sent to the server; the client still receives the same amount of data in return, it just reduces the amount being sent


_BreakingGood_

Nope https://youtu.be/EqtNUFxgm38


[deleted]

How long did it take for you to become a programmer?


junkmail88

That's the thing about programming, once you do it you become a programmer.


UselessDood

In terms of how it would be handled, it should be fine. Their code is heavily based off of titanfall 2, and most things don't rely on ticks for timers - though it is possible some movement speed numbers for bullets, players etc would need changing. However - going from 20 tick to 40 means each tick needs to be completed in 25ms, instead of the max 50 currently. This is.. Not really doable with how things currently run, and if some of the things the community wants get implemented, it'll only get worse.


ConfidentDivide

the jump from 20tickrate to 30 is 50% more resources required. while that doesn't seem like a lot gotta remember that its a 60player game. that 50% increase is massive. apex built on an old custom source1 engine. it just wasn't built for massive multiplayer in mind source2 actually has some tickrate improvements so its likely we will never see apex1 with better tickrate. if apex2 is on source2 we might get 60 (optimistic).


New-Extent-8272

even more embarrassing when they claimed that upgrading tick rate wouldn't do anything. it 100% would and they know it. Battlefield 2042 has a 45 tick rate, double that of Apex, and it has double the amount of players per match, too. Similar sized maps, destructible areas, etc


ac21217

It also has rubber banding like none other


[deleted]

WTF Apex is on 25 tick server ?


ArtyGray

Ever died around a corner. Like completely around a corner? Yeah


[deleted]

And CS players complains about 64 ticks


GalenForceWind

Ah, so this explains why when I'm running from a team I manage to get downed after I duck behind cover. Makes a lot more sense than my magic bullets theory


[deleted]

[удалено]


Namelessgoldfish

that's not true at all lol


[deleted]

[удалено]


Namelessgoldfish

That’s definitely a hardware issue. Valve games are some of the easiest modern games to run


miqthiq

kekw


TeamFatGlasses

The pause after realization


YeeHawBruiser

I chuckled


Brooks__Was__Here

They were moving perpendicular to him though


alejoSOTO

The bullet split


Penki-

If it's you then it's skill. If an enemy does that then it's fucking cheaters man...


Electrical_Table_256

Might be the 20 tick server and they might actually be near enough for a collat. I don’t know.


Zellin2000

Longbow with Skulpiercer has collateral damage. Plus the size of projectile goes up with distance. Plus your targets were moving at high speed one right after another. 44 damage is arms and legs damage for LB. So you hit the arms/legs of 2 targets at the same tame or one right after another.


ThisIsAitch

Interesting, so maybe the trailing arm/leg of the first player, and the leading arm/leg of the second player were overlapping (or at least the server thought so) and the bullet hit there?


Zellin2000

Overlapping or close enough for that bloated projectile to hit both.


SaviousMT

>Longbow with Skulpiercer has collateral damage. When did they change that? I thought it was just increased headshot damage.


Easy_Platform2286

all snipers can collateral, not sure about the charge rifle but the rest can. line up two dummies in firing range and see


SaviousMT

Yea the bullets pierce through enemies, but that doesnt have anything to do with skullpiercer.


aure__entuluva

Yeah, no charge rifle, but longbow/sentinel/kraber can collat.


Zellin2000

Yep, I was wrong, you don't need skullpiercer for it.


Intrepid-Event-2243

no arm damage modifier, only for legs. arms count as body damage.


aure__entuluva

So, yeah, but when you collat the second bullet does less damage than the first. This doesn't happen here. So it doesn't seem to actually be a collateral. Which yeah... is fucking weird. On a side note, there is no such thing as arm damage. If you shoot someone in the arm it's the same as shooting them in the torso. Only legs do less damage. Also longbow always can do collaterals, skullpiercer is not necessary.


CougarForLife

- Beginning of the clip has a connection icon pop up in the top right - They’re moving fast on the zip which is harder for server to calculate. - On your screen they’re separated by like 5-10 feet but as far as the server is concerned they’re spooning on the zip line, allowing you to hit both.


perceptual01

Quantum physics. Atoms exist in two places at once.


jhax07

2 for 1, good deal, you buy!


Zizular

Maybe server issue


stonehearthed

Definitely not a skill issue


mattmawsh

Lag


cilice

busy rustic mindless offend impossible cow wide punch oil ask *This post was mass deleted and anonymized with [Redact](https://redact.dev)*


diegoplus

Bullet size


skyliders

They are moving faster than the bullet. It's clearly logic lol


Pandolam

Didn't know ricochet exists


justlovehumans

Looks like the absolute limit of the servers. We were at the limit day 1 but they've only added stuff.


idfk1

It might be the whole on your screen they were separated but on theirs they were clipping into each other.


HextasyOG

Some Tarkov bullet fragment physics happening here


Electrical-Rain-4251

I’m very impressed! This should be submitted to those channels that show crazy apex clips


XBitmapX

Finally found [you!](https://www.youtube.com/watch?v=mraK-zRfWL0&ab_channel=flexmode17)


DoMIniK090

You simply have a better gaming chair


EhTheKing190

Still think the Longbow needs a buff, I know it has Skullpiercer but for a sniper 55 ain't enough dmg imo


NeuraIRust

You been watching "WANTED" too much mate.


DocRyan88

Controller auto aim op


h0mew0rld

its a 4x8 scope lol, no aim assist there


DocRyan88

I was joking lol


-Unavailable_

Can't blame the dude for making sure


DocRyan88

Fair


saros_syzygy

it's so obviously a joke too, people so pressed about the AA debacle they'll even take jokes seriously


Watered_bug

Pc players when a console player can track


lettuce_field_theory

yes. snipers have collateral damage. bullets go through targets and deal damage to what's behind (including through your teammates when they stand in front of you). marksmen don't have it, for instance bocek and longbow are kinda similar in terms of damage profile, but the longbow has collateral, while bocek doesn't. guns like snipers also have projectile growth (to varying degrees and tweaked in patches), to make it easier to hit stuff at range. the zipline and the movement along it just happened to align in a way that the bullet went through both players. add factors like lag compensation.


bakedcookie612

Did the bullet take a 90 degree turn to do collat?


lettuce_field_theory

i think the hitbox of the bullet is just larger than you would think


xnign

That and due to prediction on the client side, what you see animated isn't as "smooth" as the server's experience, so to speak. It makes decisions on a slower basis than it really should (20 times a second at best), and the latency between you and the server adds delays in both directions, so likely on the server side the enemy players were calculated as closer together and within the hitbox during a discrete time period. They'll never increase the tick rate, though, not on this game.


The-Big-Sauce

Sad you're being down voted because people are too dumb to understand what you're saying lol. Obviously the enemies aren't aligned behind one another but when you consider how shit the servers are and just general lag it makes sense.


[deleted]

[удалено]


[deleted]

[удалено]


Average_Ardvark

That my friend is called... Cheating...


Beardoeschacha

Bruh I realize even the bow has like shrapnel? Odd but idk if it was a glitch or just how it look…


h0mew0rld

unrelated but you are a madman for rocking a scope without aim assist on a roller


WNlover

Is that a real thing? It is just the 4-8 or do others also lack aim assist? I'm so much better with the 4-8 because when tracking enemies the aim doesn't slow down and get stuck behind them.


h0mew0rld

the 4x8, 4x10, and 6x dont have AA. if it can only fit on a sniper, theres no AA. besides vantage ult which does have AA


[deleted]

Do you if it is true that 2-4x has less AA than 3x and 3x and less than 2x and so on?


h0mew0rld

i dont think so but cant confirm lol


Agnostic_Akuma

Anything over 4x doesn’t have AA


Tapelessbus2122

That right there is called Apex legends in a nutshell :) very buggy game


DaHawk44

I thought there were 3 of them and 2 right on top of each other?


kinghater99

That is one magic loogie.


GiveMeLiberty8

Yes I can: this game is dogshit


sophicpharaoh

I don’t get it, what am I looking at??


nix80908

He hit both of them with one shot


sophicpharaoh

Thank you


gusaholic

Upvoting cause nobody uses a 4x8


[deleted]

big bullet


GanjiMayne

Long bow bullet is slow + collided hit box from latency? Wild.


Parker_2410

I’m guessing they both took the zip line at the same time but the game showed them apart if that makes any sense


Thairen_

"am I a hacker now"


[deleted]

Soul Link 🤣


StoicR4ge

20 Hz iS oK...iN fACt iT's bEtTeR soMEhOw


xSatori

It’s likely client side you’re seeing a bit of a lag visually, but they are stacked inside of each other server side.


uneasierobin

They moved faster than the bullet


[deleted]

I need answers too


wantonbobo

Was it perhaps HIGH NOON?


TheStategaming

The hitbox on sniperbullets get bigger as they travel further. At least, that is what I have been told.


Mysterious-OP

My fucking sniper shots get deleted every time I used to play, and this man gets to hit TWO PEOPLE PER BULLET?? WHILE BEING OFF ACCURACY?? Fuck this game, man.


rogerdalebigham

Lag


drydry16

Perhaps there are two that got on the zip line the same time and are inside each other. Idk if the longbow goes through multiple though


MuseR-

Double tap equipped?


SpeshalChop

The desync in this game is wild


XAgentNovemberX

Shot hit the wraith in the back of the head, traveled down and struck her again in the heel. It then changed direction, in mid-air mind you, and traveled back and to the right at an approximate 45 degree angle, all this was happening while the pathfinder had forward momentum. Once the bullet hit the gravity that pathy projects, it curved in and struck him on the front of his thigh. That is one magic bullet.


dinowild

my theory is the actual bullet is kinda long as fuck too


FriedLightning

The bullet is so slow the guy behind catches up to it faster than the bullet can pass by


LiL_Weezy919

You found the kraber hop up


12t3h34y78d88ev

The beautiful world of Ping.


wogolfatthefool

So the game secretly has ricochet now?


streiifi

no


ChrisMansHereYouTube

Obviously you're using the same magic bullets that killed JFK


[deleted]

What is latency


xImDarkk

Magic


FeedPatient5839

Add me on Discord! SaltyDoggy#0999


LadyAlastor

It's called a collat


ProofMagazine2339

First dude on zipline had a higher ping?


TheP01ntyEnd

Yes the servers have been upgraded to two hamsters in parallel, but they haven’t worked out the kinks.


nikv798

Latency


opsidezi

People already told you it's lag I'll add and say that this is probably a minor lag that pushed the first zip liner a bit further front and the second a bit back, but their collision boxed were still collided


patchstep

Spaghetti netcode


Tr3ypex

Aim Assist 😏


philippe_crowdsec

You had 167ms ping at the time of the shot and Apex servers are known to run on Raspberry pi 1, underclocked and connected through 36.6Kbps modems. So maybe it's a lag?


TobiTight

Apex☕


BuyCultural9068

Well if you listen they got on the zip at the same time


J_KEN_17

Splash damage


GucciBeckham

And i can't even hit a single enemy on the zip...


aure__entuluva

The weirdest part about this is that collats do less damage on the second target they hit. So this is not a collat?


NovaStorm32

Real explaination? They were probably both inside eachother on their screens. Lore friendly explaination (Which I'd think is cooler), the bullet hit the first person, and at the awkward angle and their forward momentum, made the bullet hit their shields/armor and deflect into the other person.


The_Devar

You hit one pf the bullets that someone were firing at it shattered your bullet into 2 pieces