# 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:** 1591

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**Author:** ![Rev0verDrive](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/r/7993a0/32.png) [@Rev0verDrive](https://battlefieldforum.co/u/Rev0verDrive)\
**Post date:** [November 25, 2017, 7:40pm UTC](https://battlefieldforum.co/t/hit-detection/104273/1591 "2017-11-25T19:40:00Z")

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@LeonReed123 @misisipiRivrRat

> [@LeonReed123](#):
>
> Some really good info there and really interesting.
> 
> You obviously have a really good understanding of these issues and hopefully can give me an answer/explanation in regards a few questions I have ( you seem really unbiased which is a breath of fresh air ).
> 
> When I play on a server ( 24 person ), have the lowest latency ( usually at least 25 - 30 under the average ) and am getting no warning icons will in your opinion people with much higher latency have a detrimental effect on my game? Not necessarily an advantage but will it create strangeness in my game.
> 
> I have a lot of times when I get what people call one shot now this could be from an LMG etc am not just talking snipers head shots etc. Its basically as if I have been spoted they fire on me but I am only getting it shown on my screen right before I die so no chance to take cover move etc.

High latency isn’t so much the problem when it comes to “server performance”. Jitter and packet loss are more the issue in this regard.

Jitter is the fluctuation of latency. All connections have jitter. There’s low variance where the latency rarely changes, yet when it does it’s only by a few ms, then it resettles back to it’s normal base low. Then there’s high variance latency in which the latency value is for the majority of the time always changing.

e.g.  
Low variance (10 second interval) - 200ms base low  
200ms → 200ms → 200ms → 200ms → 200ms → 205ms → 200ms → 200ms → 200ms → 200ms… minimal/occasional low spiking

High variance (10 second interval) - 30ms base low  
30ms → 42ms → 35ms → 73ms → 31ms → 104ms → 48ms → 56ms → 55ms → 30ms etc… constant variable spiking

A “stable” latency of 200ms will not cause server issues, desync etc. A whole team of 200ms players won’t do that either. The only issues you’ll run into hitreg wise in this scenario are the norm death/hits behind cover (delayed damage receival), hits not registering (HP advantage), players warping at times (interpolation correction).

Introduce a few high variance connections and the wtf oddities intensify.

- increased number of death/hits behind cover
- increased number of hits not registering
- increased rubberbanding, warping
- 1 hit kills (bundled damage)
- server wide desync
- hackusations galore

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