#Poor net code/hit reg issues

124 messages · Page 1 of 1 (latest)

south sinew
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Very consistently the netcode/hitreg is bad. The shot will very clearly connect on my game client but the server will disagree and so it will register no damage to the enemy. I'm unsure if there's lag compensation at all in the game with how bad some of these hits are. There are times where I am less than a centimetre from the enemy and the shot won't register. I think it is the most important thing to fix since you can't really balance around a character who's shots don't register 60%+ of the time.

wanton hill
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I’m having this happen consistently and this was NOT a problem in the two tests I participated in

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I literally can’t distinguish cheater from bad matchmaking dumping me in a server halfway across the world

south sinew
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It was always an issue for me but I think that the most recent patch where they said they imroved hit reg "with a focus on melee" made it even worse

wanton hill
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I had to relearn the wrench today

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To account for matrix timing

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I threw a wrench at a guy with a Korean name 2 seconds ahead of where he’d probably be

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And it one shot him because he was a kevin

south sinew
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They should seriously consider doing a trial of client authoritative hit reg if improving the lag compensation isn't possible

wanton hill
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I had to sit back for a second and take that in it barely felt like an accomplishment

south sinew
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It'd sometimes feel more BS when u get hit by things u think u shouldn't have

wanton hill
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First order of business my friend

south sinew
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but at least it'd be consistent with what is on your screen

wanton hill
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Because wwe are all dodging 24/7 till we find the region we belong in

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Lock the matchmaking off Dota/Cs style if possible

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And make global autofill/MM optional

south sinew
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yea i play on auto and that seems to match me into EU west/NA east and regardless the hit reg is awful

wanton hill
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That’s standard anyway

wanton hill
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With my boys we only get

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Vs NA people

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But we always were made to be the hists

south sinew
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ya even on low ping it's bad

wanton hill
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And they’d constantly whine about hitreg last night

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It’s client side

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I suspect

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If im wrong though

south sinew
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it's prediction errors

wanton hill
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I’m even more concerned

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Yeah ouch

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I don’t have the expertise

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But from test phase to launch

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Genuinely

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I played last playtest and the one before that

south sinew
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the way hit reg works in general is your client has a particular knowledge of where you are the enmey is and that might be slightly different to where the server thinks you and the enmey are

wanton hill
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Revert to that first one I played

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Unlimited phonk vans patch

south sinew
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so your client thinks you hit them

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but the server disagrees

wanton hill
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Ran and played better

south sinew
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so it looks like you hit them but you deal no damage = no reg

wanton hill
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That’s utterly insane

south sinew
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it's normal for the sever to disagree on like 300 ping

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but for it to disagree in normal circumstances so often

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is not normal

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lag comp should account for your ping and consider where the enemy was on your screen when you attempted the shot

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to have like 80% no regs is wild

wanton hill
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No 100%

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I thought it was hacks

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For my first 3 games

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In the tests I played

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These issues did not exist and the balance was better

south sinew
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it's just poor netcode, not people cheating

wanton hill
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I beg literally undo

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Everything you did

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Don’t fall for the sunk cost fallacy

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Just rephase and rephrase

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Cos this lowkey blows as a solo experience

south sinew
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which is crazy because people who DO cheat can tell the server "hey i have 1000000 dollars and 4000 resources and 10000 mystery drops and spawn in 18 seagulls"

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and it'll just agree

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but god forbid u tell the server u hit someone

wanton hill
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I have a block n load itch

south sinew
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it'll just tell u "welllll nah u didnt"

wanton hill
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Years unscathed

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Unscratched

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Finding this did it for me

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And the tests were perfect

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This paid for monetised with premium currencies launch edition

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……

south sinew
wanton hill
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Nah this ain’t it

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I’ll pay pig when I hit people and they die cos I played better than them

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Cannot stand the hitreg issue rn as a diehard fan

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I got 5 people to buy this and they don’t care lowkeu but

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I’m the guy right the hookup

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The one that stays

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Hitreg is your lifeblood

magic trellis
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Today we talked a couple of hours about what we can do to improve client responsiveness and feel. We have multiple things on the table for various areas. Hit registration seems to be worst with the slingshot so that's the one we need to address first. Potentially we make it in to a hit scan rather than travelling projectile (since it's pretty fast already) but we haven't settled on a solution or way to go yet, but it's one of our top prio

south sinew
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cuz it seems wild that the server could possibly disagree that some of these hits were hits

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like the server should consider where the enemy would have been on my screen Xms ago

gusty token
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+input delay
+hard to move through doors

magic trellis
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The system as it is now is pretty simple and we don't have any lag compensation like eg. CS.
We attempted to make the registration more forgiving, adding an additional collider to the projectile that only collides with characters, so the projectile is much bigger for characters while still allowing to fire through narrow gaps like the fence

south sinew
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oh jeepers

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no lag comp at all makes it make sense

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speaking of CS im most familair with source engine which has built in lag comp stuff that's really easy to use, does UE not have something similar?

magic trellis
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The slingshot has an additional aspect which makes it unpredictable, which is the simulated gravity pulling it down, this needs to be synced and I think (from the videos on the top) the charge amount wasn't sent to the server due to a bug

south sinew
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ye makes sense, u gotta consider not only the 2 players positions but the projectile too

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if u dont have lag compensation at all rn u guys should either implement it or just make the hit reg client authoritative imo

leaden crescent
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Any chance perhaps of adding NVIDIA Reflex? That usually helps reducing input lag on games that use DLSS

magic trellis
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The goal should always be to make it feel the best while reflect what you see on the server. Personally I think a line trace would be a more consistent solution since the projectiles flies so fast but we to investigate it a bit

south sinew
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cuz if he could just snipe with straight hitscan cross map it'd be kinda busted

magic trellis
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I think it should maintain the damage falloff and also have a max distance.
Chad's vacuum works like this (though not a line trace).

Then we can talk about the interesting gameplay aspect of having to lead your skillshot to hit that we'd lose doing a line trace but maybe we can find a good way in between

south sinew
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yeah i see the vision there

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tbh i think the ideal approach would be just like CS lag compensation style where it considers where the enemy would have been on your screen X ms ago

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but if that's not feasible what you described would be better than what is currently in the game

magic trellis
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@gusty token We are also addressing those and have a couple of improvements on the table to give a better experience, some are ok straight forward while some of them requires more though

south sinew
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i appreciate your discussion about this @magic trellis it's good to know that i'm not schizo and was right that there's no lag compensation

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imo i'd urge the team to try and sort out netcode issues as a #1 priority

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cuz it's not even just hit reg, responsiveness of switching weapons, opening doors, the desync when you join a game in progress

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switching weapons/opening doors should be predicted and the sever should trust you on those

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espesially when cheaters can noclip

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it's clearly not relevant to an anti-cheat perspective so just let players go through a door that the server thinks is closed

magic trellis
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Your recordings are very good evidence that it's completely broken and we must investigate. What you sent isn't consistent in every game from my experience, but let's have a closer look asap

south sinew
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for me it genuinely is consistent, not quite to that degree but in every game i play there's many instances of no regs

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it ranges from a few here and there to just constant point blank no regs

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within the same match

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and in particular priortising the legimate player experience

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like the #1 reason to not trust a client about a shot connecting is if they're cheating or on major ping diff

magic trellis
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Alright, that's a bit concerning. We appreciate the feedback and hope we can fix it

south sinew
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so unless their ping is like 200+ the server should just trust that their not cheating

magic trellis
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Thanks again for the feedback and recordings

south sinew
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if the client says he got out whatever weapon the server should just believe him

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particularly because technically the server could figure out how long ago he shot the weapon and when he tried to swap

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as i understand it the reason you can't swap is because the sever thinks you're still shooting a weapon you already stopped shooting

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it should be able to realise that if it takes Xms to shoot the weapon you already stopped shooting it Xms in the past

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i am glad u guys are aware and on it though