Netcode / Hitbox / Hitscan changes break international play
Moderator: English Moderator
- slugish
- Posts: 125
- Joined: 10 Jul 2012, 04:30
- Location: United States | Kentucky | Somerset
- Contact:
Re: Netcode / Hitbox / Hitscan changes break international p
You definitely got a couple early birthday presents...
Re: Netcode / Hitbox / Hitscan changes break international p
Completely agree with this. What people need to also understand is that it's not simply isolated to connecting with hitboxes that don't exists, but also missing hitboxes that DO exist. The second to last example in the video is a prime example of this. You can only chalk so much up to latency before you start realizing there is an integral problem with hit registry and netcode. Do know how many thousands of times I've shot straight through someone's chest without it registering or how many times I've made random flick-shots that I didn't deserve. It makes this game generally less precise, and rewards SLOWER reaction time. Similarly, I don't find that this is at all exclusive to international play. Needs a fix... seriously. 

Last edited by MY573210 on 28 Sep 2012, 02:54, edited 1 time in total.
Re: Netcode / Hitbox / Hitscan changes break international p
I've noticed this too - playing from Canada especially on Euro servers, I'll shoot somebody thinking "damn, what a horrible shot, I should have hit that" just to realize I somehow got a point for it.
And there seems to be more cases where I say to myself "wow, I swear I hit that guy", I suppose I really am hitting them
And there seems to be more cases where I say to myself "wow, I swear I hit that guy", I suppose I really am hitting them

- slugish
- Posts: 125
- Joined: 10 Jul 2012, 04:30
- Location: United States | Kentucky | Somerset
- Contact:
Re: Netcode / Hitbox / Hitscan changes break international p
This is a link to an article by Valve software regarding how their netcode works. While I'm sure Shootmania does not use the exact implementation, basically all online games use something at least somewhat similar. This article has little to do with what has already been said, so don't think I'm trying to defend or explain anything. I am posting this because I have seen numerous times how conversations regarding netcode can turn hostile quickly. I urge anyone uninformed on how this works to read this article before posting anything insulting or derogatory and making a fool of themselves.
https://developer.valvesoftware.com/wik ... Networking
https://developer.valvesoftware.com/wik ... Networking
Re: Netcode / Hitbox / Hitscan changes break international p
I know many netcode implementations, such as Source, Quake or others. We have made choices accordingly, but there is no perfect solution since "ping" is a flaw at start. Either you say that what you see is what is real, but then the other player can be at another place on his side, either you say that he his right, and so you may see him in the wrong place. So, Kindress, I am really paying attention to netcode and hitboxes. However, you are making a point with a video where you are constently told, in the bottom right of your screen, that you are under bad condition of play because of the ping. When this sign is on, it means that other players are not waiting for you to move on world simulation and it is even more likely that what you see is not real. If you would like to say that what you see have to be real, then it means that you would be able to see other players that are hidden behind walls and do not want to show out or even that you can rather more easily cheat by disabling your network performances. To do a competitive game requires to think a lot about fairness and makes some dev choices with bigger priority than only entertainement. This being said, I would advise to try to play on more local servers than USA / FRA distance like you did. I know there is a lack of good server everywher at the moment, and this is why we are in beta as well. Also, if you want to shoot right, you have to be in the head of your opponent to instinctively know where they are going to be. It is even more important with rockets since they have a delay before hitting the target. It means that no network perturbation from any players can change the truth of the physicial location of the hitbox on the world simulation. With more time of play, you will get used to this physic and shall be able to anticipate more, and more precisely thanks to the netcode choices. This being said, there is still ways to improve our path, and we will spend time to do it. I am fully aware that it is one of the most important topic on a FPS.
Re: Netcode / Hitbox / Hitscan changes break international p
I want to say that I for one support Nadeo with their netcode. It's not perfect, but what is?
And hitboxes have been a big "issue" since counter strike source, and I suppose will continue to be until our internet infrastructures becomes advanced enough that we don't need to have forced lags on international traffic. It is possible to connect around the world with 2ms ping. I've seen it.
Why do I support this? In contrast to Quake Live and Counter Strike Global Offensive, people with bad ping can play under fair conditions.
When Quake Live came out, I tried playing with 70-80 ping, and it was impossible to outrail people who had 5ms ping. Just impossible!
In Shootmania you see some shenanigans, and it can be improved surely, but with my ~80ms ping I have to hit the person to get the kill. With 150+ms ping from the USA, what you are seeing is pretty good imo, as I've seen that on CSS with much lower pings!
And hitboxes have been a big "issue" since counter strike source, and I suppose will continue to be until our internet infrastructures becomes advanced enough that we don't need to have forced lags on international traffic. It is possible to connect around the world with 2ms ping. I've seen it.
Why do I support this? In contrast to Quake Live and Counter Strike Global Offensive, people with bad ping can play under fair conditions.
When Quake Live came out, I tried playing with 70-80 ping, and it was impossible to outrail people who had 5ms ping. Just impossible!
In Shootmania you see some shenanigans, and it can be improved surely, but with my ~80ms ping I have to hit the person to get the kill. With 150+ms ping from the USA, what you are seeing is pretty good imo, as I've seen that on CSS with much lower pings!

Windows 7 64bit
CPU: Intel i5-3550 @ 3.3GHz | GPU: Nvidia GeForce GTX 570 | RAM: 8GB DDR3 1600MHz
SSD: Cruzer M4 128GB | Display: 22" 1080p native resolution
Re: Netcode / Hitbox / Hitscan changes break international p
Even at the speed of light, 2ms ping (i.e. 1ms out, 1ms back) only gets you 300km. For a location on the opposite side of the planet you can't do better than about 130ms round trip (surface travel, 40,000km. Or 25,000km and 80ms if you go through the core). London <-> New York is only about 11,000km round trip so in principle you could get it close to 35ms. But for various reasons Internet comms generally run a bit slower than the speed of light.Zell wrote:It is possible to connect around the world with 2ms ping. I've seen it.
Re: Netcode / Hitbox / Hitscan changes break international p
Great thread. Nice vid Kindress, some funny shots in there, haha. And that definitely happens to everyone I also get a lot of kills I don<t actually deserve. Interesting answer though, I haven't yet noticed any big difference from playing on a NA or EU server, despite the ping difference, it all pretty much feels the same to me as of now. I'm sure the difference will become more noticeable with more practice though.
Who is online
Users browsing this forum: No registered users and 1 guest