Hit Detection

Similar to BF4 though i believe BF4 was just the cone.

BF4 has the hemisphere and the cone. Though it is vastly different. BF4 has a half hemisphere, forward facing only that extends out to 40m. 40m to infinity is 10Hz. The cone has server tick rate out to 100m then a linear degrade out to 300m. I have zero idea what those degrades are. I do know the 300m mark is 10Hz though.

BF1 has 2 fully encompassing hemisphere’s and a cone with linear degrade as shown above.

Chris covers BF4’s version at the 4:24 mark.

Very interesting thanks for the explanation, Rev. I’m all for increasing the interpolation buffer.

Just to clarify, it turns off automatically when my ping variance is too high?

Yes, it auto turns off. Not in the options, just during game play.

Personally I wouldn’t use it. There’s a possibility of it impacting performance when you are in close quarters (HFU area) with a lot of high latent players. All the extra buffering eats CPU and memory. Plus the downside of late rendering.

Random add-on - while playing tonight I had some good and some bad - asi-asi - and then the game went overly jittery and I realized it was my connection that spiked it all over (wife was downloading vids from the weekend, son was playing some game on roblox and the daughter streamed Barbie movies from youtube) my ping was from 135-350 and it is the first time in a long time I’ve had an ‘issue’ on my end spiking things for opponents … I felt bad wasting people who couldn’t lock onto me or hit me because i’m not there anymore and then getting quick kills with the ribeye or the hell-D and really the object is to just move because they cannot lock onto you - it feels wrong…but I finally get to be on the other side ¯_(ツ)_/¯ the system. Like I typed-it’s wrong to cheat this way and mine was innocent so I finished the one round (going 31-7 halfheartedly) and then I had to quit feeling like I was a big cheater.
My scientific test is complete with results explaining themselves and that ping is (nearly the whole and big issue) problem for hit reg. There are however plenty of debris issues, the shotgun issue (supposedly resolved on CTE), nade radius, fall dmg, etc. etc. other common gameplay issues that need doctored but if we could regionalize or ping limit to less than 100 it would alleviate 90% of this thread.
Quick thanks to King tolapsium (still have know idea what tolapsium means) and rev over drive for their constant beating to my skull on the serious points of failure on my side for understanding the internet (limitations, etc.) and then the limitations of the systems we play on (pc, xbone, ps4) - thumbs up for knowing way more than I would like to learn about the systems in a twisted way (it makes me feel like explaining to someone how to mix steel, how to use a micrometer and how to form steel - peace and thank you…dlc and more tomorrow - if you’re premium that is, g’night.

@kniphtee You’re very welcome.

Do a check for buffer bloat. DSLreports.com has a speed test that also checks bufferbloat. Maybe your router has QoS options you can work with to limit the issues when the fam is hammering the bandwidth.

I don’t give a flying flip what you think, the evidence has been presented to you time and time again but you insist on blaming the player or their internet. The dev wasn’t trying to get ping locked servers for no reason.

It’s sad I can’t even browse through the forums without seeing you in multiple threads bashing and antagonizing other members. This is one of the most ridiculous things I’ve ever seen in a game forum and I can’t believe it’s not against the forum rules.

I am just posting my opinions, like you are.

Mostly what I have seen is videos with people missing and not noticing that they missed, a aspect of the game that works as intended nut they don’t like it, a bug that has nothing to do hit reg or high ping (i.e. tanks not dealing damage), or a true network issues.

I have stated my opinion on the previous vids and offered some screenshots to back up my opinion. If you want to turn a blind eye to them, that’s your choice. Just like it’s your choice to believe that all of your bad experience is due to high ping…but that doesn’t mean everyone has to take your opinion as fact…especially when you don’t want to provide evidence in your gameplay.

You think ISPs don’t have issues? It happens quite frequent…even main cable lines have issues, and in turn they cause problems to the paths that now have to carry the load. Doubt you will click in it but here is a list of issues that have occurred with network lines this year.

http://subtelforum.com/articles/category/cable-faults/

Well I re-downloaded CTE last night. Going to try and get some play time in over the next few days on my current ISP setup (250Mbps / 15Mbps). On Friday I’m getting 1Gbps fiber installed (940Mbps / 300+Mbps) and will do comparison testing on that.

One thing to note on CTE, they are doing some weapon balancing. SLRs will have less spread thus bullets are more going to go where the sights are pointing. I’m almost certain that hit registration complaints will decrease since more shots will actually land on target.

We will see, many YT vids share that belief, but maybe you can see and verify if you notice a difference. I am certain @mmarkweII And @KingTolapsium will.

Yeah I’ve been keeping up with the update notes. I’m an ADS shooter so I’ll be able to tell right out of the gate.

My main priority is to document the performance of both lines. With the cable line I rarely ever get packet loss or variance over 0.5%. Yet I only play local US East where my ping is either high teens to upper twenties. Now the CTE servers I’m for sure going to see some whack-a-doo crazy. My latency will/should be in the 130+ area with maybe 2-3% loss.

I typically don’t see a whole lotta wtf moments until there are a few high latent players in my hfu. Stable high pings aren’t so much of an issue, they’re consistent and I understand what’s happening and can somewhat counter it. The ones that have high variance cause me the most problems.

I’m sure it’ll be noticeable, but I’m a but frustrated that spread is still operating with no lateral bias. That’s a horrible design decision.

Automatic fire is not going to feel good until this changes.

I’m worried these changes will go live before the aim assist fixes do, if so, it’ll ruin any skilled shooting in the game.

of course that wont help.
if someone has high ping they are also likely to have variable high ping.

it will mess it up for everyone because the lag comp is continually changing.

if the server could guess a few milliseconds before what the variable ping will go to then it would sort out the issue…no chance.

only way is to have servers in more locations strategically placed to avoid busy internet lanes.
plus give better reporting on servers before we enter.
that way high pingers wouldnt have to connect to servers far away.

this is assuming you havent got variable ping.

my old connection used to vary 5-10ms.
my new one varies 1ms!!!

You can have high ping and be very stable, for example trans oceanic paths have a good chance of being more stable since they have less hops and use lines that don’t carry much data (espically around peak times). This actually gives them a more stable connection than in region.

Not saying it’s everyone.

Experienced something very usual last night. Invisible guy mows down 2-3 of us .

http://xboxdvr.com/gamer/HomerJSimpson01/video/36035906

Now there are even more bullet sponges than before the patch, how do you do it Dice?

It is becoming an art. I find tons of hit reg problems now after the patch. The game feels inconsistent.

Been playing off and on all day. Not one single wtf moment. Hitreg has felt consistent with zero hiccups.

mid 20’s ping on east coast server…PC.

I am in a peasant PS4 and the new maps are a soup of inconsistent hit reg.

I have always found the days after an update are the worst. Placebo? Possibly. Which is why I always wait a week or so to judge how it plays.