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Posted

hopefuly this will put some registration myths to rest.

 

Read for the complete story

 

herers the essentials:

 

 

3. Blood splats on the model are client side, and do not indicate a "true" hit. Blood splats that land on the walls/floor etc are done server side and are the best indication of a registered hit. Sparks that fly off the helmet are also done client side.

You run round a corner straight into an opponent, unload a whole clip at him and die. When you open the console it says you hit him twice even though you emptied your gun at him from point blank range. :

 

The most important thing to remember here, is that things happen on the server *before* you see them on your client. For the sake of simplicity, we are going to assume that both clients have the same latency so you don't have to worry about how lag compensation fits in.

 

As you approach the corner, both clients are aware that the opponent is around the corner, so there is no delay to them appearing. As soon as the other appears, they both start firing. Now because of the delay, it will take 60ms (using the same assumed numbers as in situation 1) for each client to see the other firing, and for any damage to be sent from the server to the clients. What this means is that in the time it takes for the server to calculate hits and send damage, you might have fired 10 rounds. Now if your opponent fired a split second before you (or if he fired after and he got a headshot), on the server you are probably already dead but your client won't know that you're dead for at least 60ms after you first saw the opponent. So although you appear to keep firing, the server just ignores the shots that you fire between it working out that you're dead and the client acknowledging it and killing you.

Other benefits to this kind of lag compensation are that you don't need to "lead" your target to land a hit, and when two players meet each other head on after going round a corner, the player with the lower ping doesn't get an advantage.

this explains all those times then you dont even see the guy when he shoots you in the head.

 

or thats just my lack-of glasses.

Nice find, that definetly explains a lot about why those things happen. Before that last patch I always believed that the hitboxes werent that big of a deal, but after the patch I began questioning them a little.

After that I'm back to thinking they're not that bad, that's just the game.

Fellas/Ladies. This is important for those of you who feel that you were hit after you were 15 feet behind a wall. The server registered the shot before you were behind it. So whoever shot you, hit you while you were still in the open. It just took a moment for it to catch up with you.

For the people who have seen the hit box movie. Ignore it.

 

That movie was made on a listen server. This means he had only 3-8ms latency to the BOT.

 

(1)The hitboxes are ahead on the server because the time it needs to register spaces the hitboxes and the model. So that when it sends the infor to the client it looks like a direct hit. (2)Plus, your latency makes the hitboxes closer to the model, and if you latency is high enough the model might be slightly ahead of the bitboxes.

 

The 2nd part to this is mainly an after affect because of the scripted to used to show a fluent hit.

 

So spray and pray may not be a bad alternative.

This was the exact same in Half-Life 1.. don't know why people are suprised about it now.. =D

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