Repost: Hitbox/Netcode/Optimization

Re posted. Due to the other thread violated forum rules (Due to it being a petition). I've decided to re post it (Without it regulating rules) and to wait what we all have been anticipating for, an official post by a GM.

Disclaimer: Theirs absolute number of things to do, this is just a speculation containing information/suggestions/ over the months of game-play during CBT/OBT/Official. Opinionated, thought out to the fullest. Mostly orient around improving game play, and how it affects us.

Welcome to Hitbox/netcode/Optimization/ speculation.
Hello everyone, I am Cl_lous you presumably have regarded me around on the forums confronting about perplexities that consisted within--crossfire. You might not know what netcode endures or hitbox as I will explain it through this petition, you might even consider it as a problem also. It has been a problem with crossfire, poorly executed at that. I hope you will agree with me to make the [GM]s and developers notice this problem and not to ignore it along with another patch. If you consider this as low-aiming skill or imagination, you really have low-standards.I'll also explain poor optimization.
_____________________________________________________________________________
Quick summery: If you do not want to read: From “Trinnykun” (To this thread because most of you guy do not feel like or want to read) "Basically, I want to create this thread to fix both the lag, and hitbox registry within the game. This will eliminates 'tanking' shots and always knowing that shot will hit your enemy instead of just going into a puff of smoke or blood. Also, my main focus with this petition is to reduce the lag and ping problems that exist within this game" Adds: And game optimization.
____________________________________________________________________________
One habitual problem is their server unable to handle packet flow/, as you see on the weekends when everyone was on the server testing mutation mode having more players then L4D2 supposedly. When you experienced that lag and poor hit registration.You notice when you shoot and do not even hit? Considering many players sending in numerous number of packets along with many of you are getting dropped before your hits even registered. You might consider this as lag as it does apply. But you have to consider improving netcode alone will improve (i.e. packet loss, lag spikes, loss & choke, animation event, graphical events, accurate rendering, and hit detection)

Additionally attracts me more to netcode, as common casual players does not notice this problem and the [GM]s and developers will not even conceive. You will consider this when the servers are low-populated let alone everything seems admirable (nevertheless still registration issues but not as bad) your shots seem very fine until you go into a channel or server that is populated gushing clips into another player without it registering hits. Hence this game is based on older code which makes it even worse. Another example to give you at a look at what netcode is. From “unlagg”.

“An easy example for this is the following: You see the enemy on you computer in a specific position and shoot. The information that you have shot will be stored in a packet and send to the server, but meantime the server is moving on with its calculations and the enemy you shot at will be moved forward. When the server than receives your packet it compares the position you shot at and the position of the enemy. But because the enemy moved forward during the time your packet needs to get to the server you wont hit him.”

Is improving netcode “anti-lag” the best solution? Well, yes. Problem with crossfire is ping as a major factor. To low and high ping (not extreme high ping) will reach the server quicker and more consistent, especially with high ping along with the position of the player stored in a quicker period of time. Including all you EU, wireless, turkey, BR etc. You might think getting a new server is the best solution. But that is not always the case, hence their netcode is poorly coded anyway.


Another ordeal: I have seen blood but no damage or kill. My theory is that the client thought you landed a hit but the server did not receive this information correctly from the client. You see it fired, but it does not. In general, it’s not possible to sync the game itself. But with lag compensation (Improving hitbox location and how the hitboxes are directly proportional to how fast it’s moving) in mind of all game is a solution that should be look into.Making the rendered model the actual hitbox, which I think overall better. Minimizing these affects on players are really important for smooth gameplay. If the client cannot update in a decent amount of pace causes hit- and collisions detection. This problem could be with client itself lowering the process in a fast-paced matter. You notice without this functionality the game response in a short time after the action itself. Not speculating that it will improve everything but simply tell the server what the client calculated. My thought is server coding/server related coding. Prediction had known by the client and prediction knew by the server is the problem. In accounts, hit registration to netcode is outrageous. Give the players a fair chance, stop ignoring this problem. This have been looking you dead in the eye but you just did not conceive.

Now let’s keep looking at “lag compensation” as it also improve “combat network latency”, better stability, frequency response, performance overall. Making player suffer less from the affects from lag. Most players that need lag compensation is higher ping along with reducing amount of lag higher ping should not feel as bad. Lag compensation will have a huge impact, changing crossfire to its fullest.

Poor Optimization: Optimizing process of modifying the resources it needs to work more effectively. You will notice the poor optimization when you can compare a higher requirement game FPS to Crossfire which requirements are fairly motivated to low-end PCs. Then comparing the both and how effectively they perform. In general, the game exhibit performance problems, having useless amount of memory allocated to process. Crossfire suffers from major bottlenecks, and making overall proficiency poor. Even though the low-requirements is satisfying to an extent, but it means nothing without proficient optimization test (I.E. Benchmark, analyzation, intuition, performance test).

The fact of the matter that you can play a higher quality game with same or less FPS in Crossfire rests my case. Example: killing floor and averages about 100FPS+, but Crossfire either less or the same. Both on high settings, medium resolution. Example: CSS Averages 100+FPS in 5v5, 60 in Full. To crossfire, 1v1 100FPS+, 5v5 60FPS. I’m sure a majority have experienced this before with other games, and wondered. Well those P2B games excuse. Please don’t let me compare with CA, SA, etc. Additionally You might not consider this as a problem as some of the bottleneck does come from Crossfire, but not 100% true as it can be other various compulsions such as your CPU or GPU being the bottleneck.

Comments

  • Well said! Except when you talk about low-end PCs, I was thinking of a friends computer that can't even play Crossfire XD.
  • Big wall of text, but I will quote a point I noticed:
    I have seen blood but no damage or kill
    Usually, if you were killed faster but still landed a shot, blood will show from the other, but no kill will register. This isn't MW2.
  • Floatzel wrote: »
    Big wall of text, but I will quote a point I noticed:

    Usually, if you were killed faster but still landed a shot, blood will show from the other, but no kill will register. This isn't MW2.

    The speculation was you shot (Bullet), saw blood (but no damage done to the target or death) when it was visibly seen as a shot that would kill or done damage to an extent. I don't understand what your trying to say.
  • CF_Lous wrote: »
    The speculation was you shot (Bullet), saw blood (but no damage done to the target or death) when it was visibly seen as a shot that would kill or done damage to an extent. I don't understand what your trying to say.

    I'm saying that, though you shot him, he could have killed you and you saw a late reaction, which happens sometimes. Also, registry has been a problem with CF since CBT, therefore one thread will not clear up this matter.



    1200th post.
  • Floatzel wrote: »
    I'm saying that, though you shot him, he could have killed you and you saw a late reaction, which happens sometimes. Also, registry has been a problem with CF since CBT, therefore one thread will not clear up this matter.



    1200th post.

    I would like to state that this post wasn't to clear up this matter but to merely bring logical side to it. You can call an argument. Which can bring a positive effect to attract other users to agree with this post which can hopefully bring good responses by GMs etc. I know many were awaiting for a response to the other thread, but due to violations, it was closed.

    No he didn't kill me, when I shot, I saw that hit didn't kill and either peaked back or I kept shooting along. Let's say you were long A on BW, you was peaking catwalk, I was in barracks and spotted, while you were still peaking catwalk, shot. You either didn't die or no damage and kept moving along without noticing I was their (Only if you heard me or whatever.). I've already explained my speculation on why this occurred.
    This for example.
    http://www.youtube.com/watch?v=j987CcPAc0Y
  • ^_^

    This is why I started playing Source and BFBC2 again.
  • Kahlann wrote: »
    ^_^

    This is why I started playing Source and BFBC2 again.

    Urbadatsource.
    Blackshot is ftw GUYSS.
  • I have been losing interest in CF myself for the past weeks. It's just mostly the same old same old. But it's still addicting xD.
  • True true, it's fun to play tbh.
    Advice to all, if you're Euro, play Blackshot.
  • Seriously the net code is a problem, but It takes some time to repair.
  • Its hard to want to be competitive in an enviornment where your work and efforts to improve are only hampererd by shots not registering. Then on the opposite end getting killed by one and 2 shots from enemy.

    Most of us have experienced close shots hitting the enemy with no registry. 2 bursts of 4-5 shots from ma4.. watched at least 3 of 5 twice for a minimum of 6 shots do total of 35 damage on many occasion.

    Then on the other end I have mixed it up plenty in close quarter combat where my bullets seemed to have registered after the enemy was behind me. Lag no doubt as I canonly assume that my shots where effective while we tangled and the kill only got to registering while we where facing 2 totally opposite directions.

    Reg on this game is bad like you say. I just wish it was bad in my favor more :)
  • MrSi*** wrote: »
    Its hard to want to be competitive in an enviornment where your work and efforts to improve are only hampererd by shots not registering. Then on the opposite end getting killed by one and 2 shots from enemy.

    Most of us have experienced close shots hitting the enemy with no registry. 2 bursts of 4-5 shots from ma4.. watched at least 3 of 5 twice for a minimum of 6 shots do total of 35 damage on many occasion.

    Then on the other end I have mixed it up plenty in close quarter combat where my bullets seemed to have registered after the enemy was behind me. Lag no doubt as I canonly assume that my shots where effective while we tangled and the kill only got to registering while we where facing 2 totally opposite directions.

    Reg on this game is bad like you say. I just wish it was bad in my favor more :)

    I agree with this as I experienced this problem myself.
    Treni wrote: »
    True true, it's fun to play tbh.
    Advice to all, if you're Euro, play Blackshot.

    Yep, I played Blackshot. But, I'm not a EU. It usually lags due to the host. Sometimes If I'm lucky. But I usually get a lot of green bars. Fun game too.
    Us3rK wrote: »
    Seriously the net code is a problem, but It takes some time to repair.

    Yep it does take time and I have lots of it.

    And bump.
  • CF_Lous wrote: »
    Re posted. Due to the other thread violated forum rules (Due to it being a petition). I've decided to re post it (Without it regulating rules) and to wait what we all have been anticipating for, an official post by a GM.

    Disclaimer: Theirs absolute number of things to do, this is just a speculation containing information/suggestions/ over the months of game-play during CBT/OBT/Official. Opinionated, thought out to the fullest. Mostly orient around improving game play, and how it affects us.

    Welcome to Hitbox/netcode/Optimization/ speculation.
    Hello everyone, I am Cl_lous you presumably have regarded me around on the forums confronting about perplexities that consisted within--crossfire. You might not know what netcode endures or hitbox as I will explain it through this petition, you might even consider it as a problem also. It has been a problem with crossfire, poorly executed at that. I hope you will agree with me to make the [GM]s and developers notice this problem and not to ignore it along with another patch. If you consider this as low-aiming skill or imagination, you really have low-standards.I'll also explain poor optimization.
    _____________________________________________________________________________
    Quick summery: If you do not want to read: From “Trinnykun” (To this thread because most of you guy do not feel like or want to read) "Basically, I want to create this thread to fix both the lag, and hitbox registry within the game. This will eliminates 'tanking' shots and always knowing that shot will hit your enemy instead of just going into a puff of smoke or blood. Also, my main focus with this petition is to reduce the lag and ping problems that exist within this game" Adds: And game optimization.
    ____________________________________________________________________________
    One habitual problem is their server unable to handle packet flow/, as you see on the weekends when everyone was on the server testing mutation mode having more players then L4D2 supposedly. When you experienced that lag and poor hit registration.You notice when you shoot and do not even hit? Considering many players sending in numerous number of packets along with many of you are getting dropped before your hits even registered. You might consider this as lag as it does apply. But you have to consider improving netcode alone will improve (i.e. packet loss, lag spikes, loss & choke, animation event, graphical events, accurate rendering, and hit detection)

    Additionally attracts me more to netcode, as common casual players does not notice this problem and the [GM]s and developers will not even conceive. You will consider this when the servers are low-populated let alone everything seems admirable (nevertheless still registration issues but not as bad) your shots seem very fine until you go into a channel or server that is populated gushing clips into another player without it registering hits. Hence this game is based on older code which makes it even worse. Another example to give you at a look at what netcode is. From “unlagg”.

    “An easy example for this is the following: You see the enemy on you computer in a specific position and shoot. The information that you have shot will be stored in a packet and send to the server, but meantime the server is moving on with its calculations and the enemy you shot at will be moved forward. When the server than receives your packet it compares the position you shot at and the position of the enemy. But because the enemy moved forward during the time your packet needs to get to the server you wont hit him.”

    Is improving netcode “anti-lag” the best solution? Well, yes. Problem with crossfire is ping as a major factor. To low and high ping (not extreme high ping) will reach the server quicker and more consistent, especially with high ping along with the position of the player stored in a quicker period of time. Including all you EU, wireless, turkey, BR etc. You might think getting a new server is the best solution. But that is not always the case, hence their netcode is poorly coded anyway.


    Another ordeal: I have seen blood but no damage or kill. My theory is that the client thought you landed a hit but the server did not receive this information correctly from the client. You see it fired, but it does not. In general, it’s not possible to sync the game itself. But with lag compensation (Improving hitbox location and how the hitboxes are directly proportional to how fast it’s moving) in mind of all game is a solution that should be look into.Making the rendered model the actual hitbox, which I think overall better. Minimizing these affects on players are really important for smooth gameplay. If the client cannot update in a decent amount of pace causes hit- and collisions detection. This problem could be with client itself lowering the process in a fast-paced matter. You notice without this functionality the game response in a short time after the action itself. Not speculating that it will improve everything but simply tell the server what the client calculated. My thought is server coding/server related coding. Prediction had known by the client and prediction knew by the server is the problem. In accounts, hit registration to netcode is outrageous. Give the players a fair chance, stop ignoring this problem. This have been looking you dead in the eye but you just did not conceive.

    Now let’s keep looking at “lag compensation” as it also improve “combat network latency”, better stability, frequency response, performance overall. Making player suffer less from the affects from lag. Most players that need lag compensation is higher ping along with reducing amount of lag higher ping should not feel as bad. Lag compensation will have a huge impact, changing crossfire to its fullest.

    Poor Optimization: Optimizing process of modifying the resources it needs to work more effectively. You will notice the poor optimization when you can compare a higher requirement game FPS to Crossfire which requirements are fairly motivated to low-end PCs. Then comparing the both and how effectively they perform. In general, the game exhibit performance problems, having useless amount of memory allocated to process. Crossfire suffers from major bottlenecks, and making overall proficiency poor. Even though the low-requirements is satisfying to an extent, but it means nothing without proficient optimization test (I.E. Benchmark, analyzation, intuition, performance test).

    The fact of the matter that you can play a higher quality game with same or less FPS in Crossfire rests my case. Example: killing floor and averages about 100FPS+, but Crossfire either less or the same. Both on high settings, medium resolution. Example: CSS Averages 100+FPS in 5v5, 60 in Full. To crossfire, 1v1 100FPS+, 5v5 60FPS. I’m sure a majority have experienced this before with other games, and wondered. Well those P2B games excuse. Please don’t let me compare with CA, SA, etc. Additionally You might not consider this as a problem as some of the bottleneck does come from Crossfire, but not 100% true as it can be other various compulsions such as your CPU or GPU being the bottleneck.

    So much work on this.
  • This needs to be looked at by the developers, and needs much much more attention than it's currently getting. This is exactly what's killing the game. They fix this, and guess what, they have a very nice game on their hands. I, and a TON of people I know, are completely sick of quick peaking from a corner, then getting headshotted while we were miles away from the open area. This is a HUGE deal for a lot of us. Please stop ignoring this obvious flaw in the code.