Alot of people i know say this, especially the ones who quit tf2 for other games. How is tf2's hit reg bad?
Because they don't like admitting they missed... Or they have shit ping!
tf2s hitreg isnt really shit but if you play reflex or something with a newer netcode, tf2 really feels kinda clumpy in comparison, especially with 60+ ping which isnt even that much
It's not that bad but headshots can be a little off occasionally, hitboxes are also a little weird when the person you're trying to hit is close to you and moving, but that may just be their or your lag.
My only real issue is pyros flamethrower which is absolutely terrible.
My only real issue is pyros flamethrower which is absolutely terrible.
https://www.youtube.com/watch?v=5YkreZAPKfM
spammyvid
I think he had cl_lagcompensation set to 0 or something, obviously hitreg isn't that bad usually
[quote=spammy]vid[/quote]
I think he had cl_lagcompensation set to 0 or something, obviously hitreg isn't that bad usually
https://www.youtube.com/watch?v=5YkreZAPKfM
while 90% of the time people are just missing, the issues with hit reg are real
i've been ninja'd
while 90% of the time people are just missing, the issues with hit reg are real
i've been ninja'd
I would post it but don't know where to find the video. There's a vid called "ok" somewhere where a guy manages to hit someone with a direct rocket that doesn't register.
90% of the time I find hitreg is fine at low ping, and I'd rather people be missing than be getting hit behind walls by people because they have high ping all the time.
90% of the time I find hitreg is fine at low ping, and I'd rather people be missing than be getting hit behind walls by people because they have high ping all the time.
ZestyI would post it but don't know where to find the video. There's a vid called "ok" somewhere where a guy manages to hit someone with a direct rocket that doesn't register.
90% of the time I find hitreg is fine at low ping, and I'd rather people be missing than be getting hit behind walls by people because they have high ping all the time.
As a soldier main from canada land I can tell you that the direct rocket missing isn't as uncommon as you'd think, also you get shot around walls shoot people around walls and have things not register...
90% of the time I find hitreg is fine at low ping, and I'd rather people be missing than be getting hit behind walls by people because they have high ping all the time.[/quote]
As a soldier main from canada land I can tell you that the direct rocket missing isn't as uncommon as you'd think, also you get shot around walls shoot people around walls and have things not register...
Setlethttps://www.youtube.com/watch?v=1wGcNzFd3as
doesnt prove anything lol
doesnt prove anything lol
Also it's not just tf2, quake and cs:go both have the same issues from what I've experienced with target leading and hit boxes being slightly to the right. If you go play reflex for a while the target leading will become very prominent.
M4ngoLHow is tf2's hit reg bad?
It's not.
Client side prediction of server side events will lead to errors on the client side. In that youtube video of noMsheep, he hits 2 good meatshots on the medic, at least on his screen. Meanwhile the medic actually moved out of the way of most of those shots (on the medic's screen).
The gameserver reconstructs where noMsheep shot and where that medic really should have been on noMsheep's screen, causing something looking like a 100+ meatshot doing only 10 damage.
Things will look worse with lower server FPS / tick rate and higher pings.
It's not.
Client side prediction of server side events will lead to errors on the client side. In that youtube video of noMsheep, he hits 2 good meatshots on the medic, at least on his screen. Meanwhile the medic actually moved out of the way of most of those shots (on the medic's screen).
The gameserver reconstructs where noMsheep shot and where that medic really should have been on noMsheep's screen, causing something looking like a 100+ meatshot doing only 10 damage.
Things will look worse with lower server FPS / tick rate and higher pings.
Mercyless-https://www.youtube.com/watch?v=5YkreZAPKfM
while 90% of the time people are just missing, the issues with hit reg are real
i've been ninja'd
this is a pov demo. while it could be client-side lag, it's likely just the issue of client being lag compensated vs. demos not being, which often throws shots off. interp can make you hit/miss in theory, but i imagine in reality it would only really affect things when it's set to an extreme offset (like 50 ms>), because nobody can react in that kind of time window.
while 90% of the time people are just missing, the issues with hit reg are real
i've been ninja'd[/quote]
this is a pov demo. while it could be client-side lag, it's likely just the issue of client being lag compensated vs. demos not being, which often throws shots off. interp can make you hit/miss in theory, but i imagine in reality it would only really affect things when it's set to an extreme offset (like 50 ms>), because nobody can react in that kind of time window.
I don't know if its just me but ping heavily influences hit reg of my flick shots. On California servers basically everything hits. On Denver most of my shots register but usually do less damage. On Chicago servers, 70+ ping, a lot don't hit and almost all do significantly less damage. Once in a while I would just feel like my aim was on, all my shots were hitting, but only realize after I was on a California server. For better or for worse flicking my shots isn't an option for me in TF2. Capping my fps (like its forced in MM) completely screws up my hit reg way beyond ping but that's probably for different reasons.
People don't want to hear excuses but it just fucking sucks.
People don't want to hear excuses but it just fucking sucks.
obvs not really related to hitreg but
ArieM4ngoLHow is tf2's hit reg bad?
thing
hitreg takes client-side prediction into account. the general consensus is that netcode should favour the shooter so you shoot exactly where the models appear
[quote=Arie][quote=M4ngoL]How is tf2's hit reg bad?[/quote]
thing[/quote]
hitreg takes client-side prediction into account. the general consensus is that netcode should favour the shooter so you shoot exactly where the models appear
Man I love when you meatshot the med and do 0 damage or play sniper and watch the head shots do 50 damage
FireArieM4ngoLHow is tf2's hit reg bad?
It's not.
*explains why hitreg is shit*
if you hit something on your screen but dont do damage i'd say you can call that bad hitreg. i dont think theres any game where the server reconstructs it and sees "ah yes the enemy was exactly where he shot but i wanna troll him so he does 0 damage regardless"
Only the medic had mostly moved out of the way (medic's client side) when he shot. His game predicted the medic to be there (based on his typical ping and both their movements), but when the server looked at the actual positions and shots he mostly missed. Now that seems unfair, and it probably is, because he hit those shots on his screen.
But consider the medic's perspective, he sees most or maybe even all pellets miss him, it isn't fair either to have that register as a meatshot.
You can't have both perfectly fair hitreg (for the shooter) and perfectly fair 'dodge'-reg (for the one being shot at) in a game with lag compensation.
If you want to have perfect hitreg you need 0 latency or 0 prediction (including movement/mouse-look!). John Carmack wrote about QuakeWorld's netcode way back in the 90s. He settled on instant movement/mouse-look and delayed shots, requiring you to lead your targets in that game. http://fabiensanglard.net/quakeSource/johnc-log.aug.htm
Half-life and later Valve games went with lag compensation. Giving you instant movement, mouse-look and shots
Gemmellness
hitreg takes client-side prediction into account. the general consensus is that netcode should favour the shooter so you shoot exactly where the models appear
That's what Overwatch does. The downside is you might get hit by a shot you actually dodged.
It's not.
*explains why hitreg is shit*
[/quote]
if you hit something on your screen but dont do damage i'd say you can call that bad hitreg. i dont think theres any game where the server reconstructs it and sees "ah yes the enemy was exactly where he shot but i wanna troll him so he does 0 damage regardless"[/quote]
Only the medic had mostly moved out of the way (medic's client side) when he shot. His game predicted the medic to be there (based on his typical ping and both their movements), but when the server looked at the actual positions and shots he mostly missed. Now that seems unfair, and it probably is, because he hit those shots on his screen.
But consider the medic's perspective, he sees most or maybe even all pellets miss him, it isn't fair either to have that register as a meatshot.
You can't have both perfectly fair hitreg (for the shooter) and perfectly fair 'dodge'-reg (for the one being shot at) in a game with lag compensation.
If you want to have perfect hitreg you need 0 latency or 0 prediction (including movement/mouse-look!). John Carmack wrote about QuakeWorld's netcode way back in the 90s. He settled on instant movement/mouse-look and delayed shots, requiring you to lead your targets in that game. http://fabiensanglard.net/quakeSource/johnc-log.aug.htm
Half-life and later Valve games went with lag compensation. Giving you instant movement, mouse-look and shots
[quote=Gemmellness]
hitreg takes client-side prediction into account. the general consensus is that netcode should favour the shooter so you shoot exactly where the models appear[/quote]
That's what Overwatch does. The downside is you might get hit by a shot you actually dodged.
the downside is u watch a killcam and see that ur blink/rocket/shot/hook/all of the above never went off after even though u have fucking 30 ping
https://www.youtube.com/watch?v=cWzSIh60tig
Some of those are iffy if I hit but the last one is complete bs. All in the space of 30mins at my old house with terrible net.
Its a real thing that the net code is horrible and some internet configurations make it worse.
If you don't have the issue - don't say its not a real thing
Some of those are iffy if I hit but the last one is complete bs. All in the space of 30mins at my old house with terrible net.
Its a real thing that the net code is horrible and some internet configurations make it worse.
If you don't have the issue - don't say its not a real thing
ArieThat's what Overwatch does. The downside is you might get hit by a shot you actually dodged.
Overwatch is so bad with that shit, in like 30 minutes of playing i got killed through my l-shift on mei like 5-7 times, nothing is more frustrating then dying after you hear a sound cue for something that is supposed to make you invincible.
Overwatch is so bad with that shit, in like 30 minutes of playing i got killed through my l-shift on mei like 5-7 times, nothing is more frustrating then dying after you hear a sound cue for something that is supposed to make you invincible.
ArieThat's what Overwatch does. The downside is you might get hit by a shot you actually dodged.
that's what most modern games do. the thing is, if shooting is made to favour the dodger (i.e. server judges meat ignoring client-side prediction then the dodger has a little longer to react but the shooter has to lead their shot based on the dodger's lag. if you you compensate for prediction then the dodger has to dodge a little earlier and the shooter can rely more on their crosshair.
my point is the mechanics for dodging are softer since the timing is learnt through practice anyway (natural human/pc lag means you have to learn the timing/predict the shooter in either circumstance) but in the case of the shooter you want the crosshair to be as accurate as possible.
that's what most modern games do. the thing is, if shooting is made to favour the dodger (i.e. server judges meat ignoring client-side prediction then the dodger has a little longer to react but the shooter has to lead their shot based on the dodger's lag. if you you compensate for prediction then the dodger has to dodge a little earlier and the shooter can rely more on their crosshair.
my point is the mechanics for dodging are softer since the timing is learnt through practice anyway (natural human/pc lag means you have to learn the timing/predict the shooter in either circumstance) but in the case of the shooter you want the crosshair to be as accurate as possible.