Hit Detection

I truly believe a CoD type kill cam, coupled with a breakdown of each body part hit by player/s would solve a lot of these issues where people think they should have not died in any given scenario.

Just my .02

I agree. It will also show if you actually got behind a wall…or FOV playing tricks.

Absolutely. There are weird geometry issues when it looks like someone is killing you through a wall, but if you could see from their perspective they can see just enough of you from their perspective to get ya. But it makes me rage all the time nonetheless! :slight_smile:

There’s that too. Would be super helpful.

For the time being I can retract my earlier post. I played for several hours tonight and it was the best gameplay experience I’ve had pre or post patch. Hit detection was damn near perfect. Every target I aimed at felt like “pop pop pop, dead” just like it should be.

Not sure what happened with the servers but tonight was exactly what I want and expect from this game. Now this could all change tomorrow, but fingers crossed that things might actually be getting better.

@oJU5T1No: Well the way it works is that all the hits leading to your death are registered in order and you should see them all applied before dropping dead. The only explanation i would have is that we have too much to put into the packet sent to you missing out on the damage/health information. It would get send the very next tick though. Its not like those things are broken by design, but the are lots of factors at play here and to just read the negative comments and know instantly what the cause and fix is, is unrealistic.
So with a 30ms ping, you should get all the information pertaining to your character pretty much instantly. I just made a change to prioritize the hit/damage info better. Of course, it is hard for me to tell if that is the underlying issue.
I was hoping by now that we do not have these insanely high ping variance players hopping arround.
So let me explain to you how this works. The server receives the inputs from the players. It has some sort of buffering mechanism to ensure that we have ideally one input per tick provided. So when you now have high ping jitter players, these inputs are received in bulks meaning many frames no info, then a whole bunch at once. I put some adaptive buffering there to smooth this out. But what am i suppose to do with that very player on your end during the time it does not provide data? We extrapolate a bit and so forth, but ultimately we do not have data. So what u see is teleporting. For the next patch, it will be much smoother, but i wont make any promises no more.The reason why it is so much smoother when u join out of region is that you have a lot more lag compensation on your end which buffers all the other players jitter. SO the ultimate answer is of course region locks and connection quality caps. But i mentioned before that it is not entirely in my hands and involves many studios.
If i would apply a much higher lag compensation for your own connection, this would basically be equal as if you would have a much higher ping connection to begin with and we are back in killed behind cover country :frowning: So I know you guys asked for level playing fields by capping the ping, its not that i disagree…

Thanks @mischkag for posting this. It’s exactly what I’ve been stating for the last 2 years. From BF4 to now BF1.
If the server has no data on a player, you (client) have no data on a player…thus extrapolation (prediction) until you do get something. Then positions are tweaked. The higher the ping and packet loss, the more false positives for hits.

The client thinks you get a hit based on its extrapolated positioning of X player. The server says no … X wasn’t in “That” position. The absolute fix is giving admins the ability to ping limit and packet loss manage the players on a server. Too high of a ping for the tickrate … Kicked. Too much packet loss … Kick.

Lowering the PC Infantry FHT to 0.075 would help as well.

I personally have found play to be much better the past couple of days, a definite improvement, most weirdness that i have seen has coincided with the occasional network warning indicators i see which is obviously down to my connection, except plane jitter, that still happens. A lot.
Other than that i have seen a small scattering of questionable deaths mainly coming from high ROF weapons like the Hellriegel. and one or two instances of two hit pistol kills from the M1911, i would concede that some of those could have been mixed with damage from other players. As yet i have not been pistol one shotted since the patch.
I have noticed a couple of loadout glitches since and the menus are arguably worse than ever but that is outside the discussion in this thread.
Overall a marked improvement for me. Thanks for the hard work :slight_smile:

I feel a good solution to this would be just to have the camera snap back from your heads position on death following LoS towards your killer rather than having the camera track your limp lifeless corpse.

Different FOV settings … 120 is vastly different than 90

So played a game today after upgrading to Premium to play the new DLC’s. Jumped in on @KingTolapsium. Lots of WTF moments, but after reviewing the vid noticed that many are explainable (eyes love to play tricks). There were some weird issues though that I cut and put in a vid for you to review @mischkag

edit: If anyone knows why YouTube craps on the resolution, let me know. It was much cleaner in the original file.

Oh and quitting a game when its over is ridiculous. It takes forever!!!

So what about the up close ones like he said in the original message. I have the same thing happen. One shot one kills on far away, but 2 or 3 shots up close with noted hits and it’s more like a warning for the other player to turn around and shoot you.

Thank you

Spike in the netgraph while in spawn screen.
Your client is having to process the entire battlefield and all your teammates + spotted enemy players. Correct me if I’m wrong, but I do believe the spectator cam does this as well when you look down across the whole map.

Delayed Hits … couldn’t see what the issue was do to vid quality. YT scaling.

Most of what I’m seeing looks to be extrapolation issues (client prediction failure). Client having to predict positions because the player you’re interacting with is lagged out. It taking a long time for his commands (WASD etc) to get to the server. Then, from there to you in the next tick. The visual miss kill (spotted guy) you highlighted clearly shows this. You shot to the right of the icon, yet the server confirmed ms later that “Yes” that’s where he “Actually” was and gave you the kill. Apparently he stopped, but the client didn’t know this, so it kept moving him along his last known path.

@VBALL_MVP YT scales down the videos on smartphones it is just to adjust it up again so the quality is good.

I woud have preferred the original sound because I experience about the same issues as you but the desynk is even more obviously if you hear the soun. Especially when you shoot three-four shots and you hear them but your enemies don’t take any damage. I will try to record this symptom today and display it here.

Good thing also that you actually show footage as many other not are doing :smile:

mischkag, I am getting hit lying prone in a ditch from a player who stands below my position outside the ditch. How is that pyhsically possible? I am sprinting behind cover, after 1/4s I am behind said cover I am getting hit and die, the attacker was on the other side of that rock. Wich means he was firing at me while I was sprinting. After 0:9 I quit that game and joined another server and guess what, Hit detection was way better, until the BRA-Squad showed up and everything went to hell again. So until the issue of OOR players is solved none of your actions will help much. You can be on a great server and in one second it can go to hell, while some oor chum is wreaking havoc with his 800ms ping. Don´t get me wrong, I have no problems losing to a better player, but getting hammered behind cover, with a delay and stuff like that sends me over to the Rage-Quit-Squad.

Yeah without video I could just telling BS, but sadly the menu nearly dies when I get the record function. Buit when I will play it again, I will record. Before I forget it, the hit detection from mounted guns seems to be better!

My experience over the last three days is that I’m not seeing any improvement in the areas we were expecting :confused: I’ve played exclusively on DLC servers so they’re obviously very busy.

But I still get lots of deaths where the player was not even on my screen until the killcam, lots of rubberbanding, dusting in vehicles, held whilst taking danage. I know we need videos but I’ve turned the net graph off because the size is so intrusive. It really needs the graph portion removing and variable positioning enabled.

What concerns me with the “held by damage” explanation being that I’m already dead on the server is how is my client simulation so far behind the server? Some of these held by damage experiences span a second or more.

I agree that we should at least have the option for a CoD style deathcam.

Hi Rev can you say more about this? Do you mean to say that the experience of getting killed by someone who seems to be behind cover will differ greatly depending on how wide or narrow your FOV is? I recently turned mine down just a bit (from 90 I believe). I am going to get a video up but I have four hours of gameplay to sift through from launch day alone!

@stuwooster I like that idea of a line of sight on your killer at death instead of focusing on your body—I think the reason the killcam does that is so you can see medics who come by your body in hopes that you might wait for the revive instead of skipping, but they could show line of sight on killer first and pan back to your body (clearly they have the camera pan animation down for that already). But I have no idea what amount of work this is in terms of code.

@lionking7001 @Rev0verDrive thanks for the input. I will try to see if I can find a better way to upload. The original movie is much cleaner.

I was going to just leave original sound @lionking7001 but, to me, music makes everything more watchable. The title for the sing was “Good News” so I thought it was fitting.

I’m in Paris (FR) and to go to the same server in Ireland it takes me 16 hops… 18ms to london and 18ms more to Dublin.

For me that’s the real problem in Europe (don’t know for the US or other regions) : why the hell dit you put ALL the EU servers in Dublin ??? this is the farther you can go from the continental EU, which is where the majority of your players are, meaning that you add lag to everyone in EU, even people in south UK/London should get a +20ms just to go there.

I’ve got FTTL with a nice 10ms ping. Going to this server takes me to 36ms, which is of course OK. But most people in Fr (and i guess in EU) are using xDSL with 30 to 50ms average. So imagine some guy in south of France, 900km south of Paris, with a 30ms xDLS connection (which is far from bad), connecting to Dublin… What will be the number of hops + time to go there ? If I get +26ms from Paris, I guess that this guy is going to have +50ms. So around 80ms. if they have 50ms they would be very close to hit the 100ms mark to Dublin.

And except UK and a few nordic countries, I think that FR is above the average regarding connection quality in continental EU. Just imagine that guy living around Naples, Berlin, Warsaw or Sevilla, with a 50/60ms connection trying to play on a dublin server… no need to be an OOR player from SA or I don’t know where in middle east, by putting the servers in IRL you just made a huge part of EU “OOR by default”.

At the very begining of BF1 there was some NL servers, but now there’s only Irish ones. Before trying to go further on netcode level (which is of course a very good news for all of us), why not just put some servers closer to your players, not at the end of the world. I’m pretty sure that a lot of people around 100ms will have a better connection if you can put some servers in center of continental EU (why not split UK/nordic end direct them to IRL, then have some servers in south DE for continental EU ?).

My 2 cents…

Can someone explain to me what “dusting” is?
Tried Googling but only came up with tips for cleaning consoles and cartridges. :slight_smile:
Thanks.