Hit registration and interp
Marshall_Drummin
Join Date: 2012-12-04 Member: 174115Members
In my mind hit reg and game balance are the two most important fundamentals of any FPS game. Game balance is being tweaked constantly, so I'm not really going to delve into that in this thread.
I wish I could be less blunt, but hit registration needs some tweaking and some more attention from the dev team. There are situations where hit reg server and client side do not match up very well. The most noticeable situations are when fades blink/shadowstep and when marines use jetpacks. I'm sure we have all experienced being melee'd by an alien when we see that we are not in range, or we have been shot when we have blinked out of a room. Interp can't really be avoided when the ping disparity is rather high, but there is still a problem with hit reg/interp when both players have 50-60 ping.
I noticed that server side interp value is set to .08 on a server I played on. If it correlates to interp in HL1 that is a decent number but kinda high. With under 100 ping HL1 mod league games were played almost universally with ex_interp at .01 (.011). This is just a hunch as I'm sure the issue is a bit more complex than what the values are set to.
Hit registration and interp need some more love, it is after all the most important aspect of FPS games. Anything else is just icing on the cake.
I wish I could be less blunt, but hit registration needs some tweaking and some more attention from the dev team. There are situations where hit reg server and client side do not match up very well. The most noticeable situations are when fades blink/shadowstep and when marines use jetpacks. I'm sure we have all experienced being melee'd by an alien when we see that we are not in range, or we have been shot when we have blinked out of a room. Interp can't really be avoided when the ping disparity is rather high, but there is still a problem with hit reg/interp when both players have 50-60 ping.
I noticed that server side interp value is set to .08 on a server I played on. If it correlates to interp in HL1 that is a decent number but kinda high. With under 100 ping HL1 mod league games were played almost universally with ex_interp at .01 (.011). This is just a hunch as I'm sure the issue is a bit more complex than what the values are set to.
Hit registration and interp need some more love, it is after all the most important aspect of FPS games. Anything else is just icing on the cake.
Comments
Being shot around corners or when not in range on your screen, is lag compensation at work. I'm not sure what the internal engine latency is, but with fast moving players (aliens mostly), it becomes very obvious compared to other games where players tend to be slower.
Its probably the interp being set very high to be honest.
Though its extremely frustrating when you play on aliens as lerk etc and get killed even though it shouldnt be possible and loose a shitton of res.
Our best researchers in the field have not yet found a way to get our internet running beyond the speed of light or optimize our router hops
This. The clients and the server are all basically running private universes, shifted in time. Client-side hits are not preferred, because it feels more natural (you don't often know how you were hit, but around corners it becomes obvious). If the server reality was strictly enforced, you would be complaining that your bullets are flying through the enemies. There has to be some sort of compromise, some "consensus" reality.
Plus, network lag is only part of the problem, your gfx card, your memory, your peripheries, every component contributes to the overall latency that is much greater than just the network latency.
Please read this comprehensive analysis of the lag problem:
Exploring input lag inside out
Yes, yet useless waste of time to capture something that is present 100% of time on ns2 regardless of the performance of the client and server. The amount of delay between what happens on different clients is simply too large, and definitely larger than on other fps multiplayer games.
Dont need internet running on lightspeed, i would be happy having similiar networking performance that is seen in games made more than a decade ago where players also move much faster than in ns2.