# Hit Detection

**URL:** <https://battlefieldforum.co/t/hit-detection/104273>\
**Category:** Console\
**Created:** [November 14, 2016, 5:54pm UTC](https://battlefieldforum.co/t/hit-detection/104273 "2016-11-14T17:54:00Z")\
**Posts on this page:** 1\
**Showing post:** 1318

<div class="post-metadata">

**Author:** ![Rev0verDrive](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/r/7993a0/32.png) [@Rev0verDrive](https://battlefieldforum.co/u/Rev0verDrive)\
**Post date:** [September 19, 2017, 10:37pm UTC](https://battlefieldforum.co/t/hit-detection/104273/1318 "2017-09-19T22:37:00Z")

</div>

> [@UrinDenialP](#):
>
> and a question.
> 
> if someone is getting 1% udp packet loss and another is getting 5% what are ea doing about this?

Do you know anything about networking? If the routes, distances, network traffic etc are different obviously the outcomes will be different.  
A player in NY will not have the same latency/loss as a player in VA for a server in DC. The same even applies to players living right next door to each other playing on the same server.

[Ping, Latency, Jitter …](https://battlefieldforum.co/t/ping-latency-jitter/102992)

> [@oJU5T1No](#):
>
> Compensating for the lost packets purposefully ruining the game for everyone else.

Explain what you think the compensation is and how it works. There maybe a misunderstanding.

> [@UrinDenialP](#):
>
> not sure how they could compensate when they wouldnt know what instruction was in that packet as the one in front and behind arrived

The client holds a copy of each sent packet in memory for roughly 1 second. This is a direct copy of the ack redundancy system I noted in a previous post. If the client doesn’t receive an ack from the server within X ms (offset + UTT) for that packet it will resend.

High latency players (above threshold) do not resend data of any sort. The server extrapolates for loss. The extrapolated position is bound to the players game history as though the data was sent by him/her. Rightly, hit arbitration will be applied to the extrapolated data. HP Shots that arrive late or are lost are outright discarded and not resent (aka automatic MISS). Also the FHT is clamped, meaning it will only rewind history to a set ms. This time frame does not take into consideration your latency.

Refer to pg 62

Side note … Network Graph only shows downstream packet loss. refer to pg 69.

---

_[View the full topic](https://battlefieldforum.co/t/hit-detection/104273)._
