Google is promising huge things with Stadia, the streaming game service it reported in March, including 4K, 60fps gameplay on pretty much any hardware that can run the Chrome browser. The quality of your web access will clearly be a major part of that—you can’t sensibly anticipate it to work admirably on a slow or inconsistent connection, after all.
But even with all the pieces set up, Respawn executive producer Drew McCoy doesn’t figure the system will work out for games such as Apex Legends. “We tried a lot of streaming solutions in the last 5 or 6 years. For the sorts of games we make, I don’t think they’re appropriate,” McCoy said in an ongoing interview with Game Informer.
“We’re now fighting TV manufacturers and their image preparing that’s turned on when they pull it out of the case and everything and that includes like 80 milliseconds of input latency. Also, on the grounds that light moves at the speed of light, and not quicker, it’s just adding more.”
Respawn “put a tremendous amount of effort” into limiting input slack so that it’s just a few frames behind what you’re seeing, yet streaming, even under the most ideal conditions, works to the opposite impact.
McCoy said, “It’s extremely intense having those problems being removed from our hands. We can’t improve whoever’s streaming service better. We need to improve our game and the more dependent on them and a user’s internet association and what number of hops they’re going through and what sort of awful Wi-Fi router they got from their internet service provider 8 years ago—there are such a huge number of issues.”
He also said that “A few games will be “fine” on streaming services, and a ton of players will probably be satisfied with the experience, “And that’s alright, however, it’s not like we want to target quick-paced FPS for streaming.”
Our own involvement with Stadia reflects McCoy’s worries: Jarred took the framework for a turn in March and it worked, however, not perfectly. “Now I’m not persuaded that the latency will be worthy for quick-paced games, in the event for anyone who’s accustomed to playing on PC as of now,” he composed.
McCoy additionally touched on the possibility of crossplay for Apex Legends, saying that it’s a “wonderful” thought yet “a ginormous measure of effort and work” that the Apex group simply isn’t big enough to take on the present moment.
Apex Legends and Patch Notes
Here’s a running rundown of the latest Apex Legends updates, with the full patch notes.
1.2 Patch notes: June 4, 2019
“Teamwork” and “Bonus Round” Badges
- We are taking a shot on a server-side patch for these ASAP.
PlayStation sign-in bug for new players
- [affects Playstation only] There is a problem with some brand new players that do not as of now have an EA account linked to PSN being unable to sign into the game. We’re working a fix for this to get out ASAP.
KINGS CANYON UPDATES
- Thunderdome has had some little tweaks to loot position, for the most part around moving loose loot into containers for greater visibility on where the loot is.
- The Pit has about 2x the plunder in it
- Repulsor has loot bins included towards the west side of the area, on top of the trapezoid structures.
- Some loot included to the underground pit in the little community in Shattered Forest.
- Included voice-over lines that will call out Jump Towers when you ping them. You would now be able to ping the jump towers.
QUALITY OF LIFE/BUG FIXES
- Decreased the delay with things appearing up in the menu when looting a Death Box.
- Mini Map heading will presently display accurately while in the ship or skydiving.
- Improved server execution for a few cases of rubberbanding when using things.
- Removed an exploit that enabled a squad to have more than one of a similar Legend.
- Removed an exploit that enabled to “bunny bounce” while healing.
- Fixed problem where players might “bounce” off your squad when severing during a skydive.
- Improved skydiving so it should feel progressively responsive and smooth.
- Thermite grenades presently cause harm to doors.
- Squad Summary Page Improvements: cursor backing included, players can now able to mute/report players from this page, players would as of now report teammates that have disconnected.
- Caustic barrels would presently be triggered or disabled by friendly partners.
- Included cooldown [.5 seconds] before you can reuse the keep going zipline you were on.
- Pathfinder’s Grapple presently has a blue crosshair indicator that will show up when the Grapple is in the scope of objects it can associate to.
- When hooking a zip line, the trajectory will currently pull players to a point underneath the zip line rather than above. This makes it so players are more likely to associate with the zip line rather than flying over it.
- Made improvements to how weapon reticles and optics are shown up when playing with colorblind settings.
- Added colorblind support for danger vision scope and Bloodhound’s Ultimate.
- Removed the capacity for players to change game settings not expected to be altered on a client level. Our intent is to prevent adventures like removing muzzle flash, disabling lighting, and other tweaks that give players an unfair competitive advantage.
- We’ve returned the behavior of “Holster Weapons” so pressing that button while your melee weapon is out will never again bring out your last primary weapon.
- Included the ability to completely customize button layout for controllers.
- Included localized voice-overs for all Legends that presently support: French, German, Spanish, Italian, Russian, Polish, Japanese, Mandarin
- Fixed a problem where a player is unable to tweak their Party Privacy option.
- Fixed the additional sway from the G7 crosshair while moving.
- Fixed bug where cloaked Mirage was excessively noticeable.
- Fixed a rare problem with using consumables while having a Caustic gas canister out.
- Fixed a problem where shield cells and shield batteries would once a while appear to be permanently stuck to the player.
- Improved framerate when Sun shadow inclusion is set High in Video choices.
- Fixed problem with the Long Distance Kill Badge not displaying the right max distance.
- Fixed problem with awful framerate when using Bloodhound’s Ultimate.
- Fixed players being crushed by opening or closing doors when climbing onto a roof simply over the door.
- Fixed a crash identified to model code.
- Fixed problem where the player would crawl exceptionally quick in place.
- Fixed some rare cases of players stalling out in geometry.
- Fixed problem where Octane’s Stim trail would at present wait after death.
- Fixed cases where melee lunges could stop excessively a long way from their intended target.
- Fixed problem with players not getting any XP for anything after a match and the Champion Bonus showing as -1XP.
- Fixed a problem where now and again the audio and visual effects would not play when a weapon fires.
- Lots of minor fixes and polish to game soundness and execution.