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Thread: Net code / Hit Registration demystified

  1. Registered TeamPlayer WileECyte's Avatar
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    #1

    Net code / Hit Registration demystified



    This video explains things in pretty simple terms why the netcode/hitreg in BF4 (and games preceding it) is horrible.
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  2. Administrator jakt's Avatar
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    #2

    Re: Net code / Hit Registration demystified

    dang, good info

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    #3

    Re: Net code / Hit Registration demystified

    NETCODE
    <img src="http://bf2.statsverse.com/sig/detail1/pc/ElFuriosoGato.png" alt="" />

  4. Registered TeamPlayer Allane's Avatar
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    #4

    Re: Net code / Hit Registration demystified

    I suspect that the slow tickrate is a compromise. The size of a data burst from a client to the server, from 64 players simultaneously, is likely to take a toll on a server. If you were to multiply that amount of data in one second by six times, in the name of halving the effective ping, the server might have to start dropping requests altogether in order to adequately serve as many requests as it can.

    Otherwise, we knew most of this information beforehand.
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    #5

    Re: Net code / Hit Registration demystified

    Quote Originally Posted by Allane View Post
    I suspect that the slow tickrate is a compromise. The size of a data burst from a client to the server, from 64 players simultaneously, is likely to take a toll on a server. If you were to multiply that amount of data in one second by six times, in the name of halving the effective ping, the server might have to start dropping requests altogether in order to adequately serve as many requests as it can.

    Otherwise, we knew most of this information beforehand.
    That suspicion is exactly right. Since there is a staggering amount of info to be past along from your client to the server the load on that server would be tremendous if you had a higher tick rate. However I am sure it isn't impossible to increase that tick rate not by as much as the guy in the video suggests but certainly by at least 10 maybe.

  6. Registered TeamPlayer gehn's Avatar
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    #6

    Re: Net code / Hit Registration demystified

    The first half of the video was good, the second half he no longer understands things. For the ping, if i shoot at you I have a ping of 10ms to the server and you have a receive ping of 15ms from the server, it isn't a 25ms delay. You only have to shoot the person you see on your screen and the server will process if the other guy died or not, you will just find out if you died 15ms later. The server has the complete authority over that kind of data and doesn't check the other persons client first to see if they are where they say they are. Same thing for tickrate, I'm sending info to the server at whatever speed the CLIENT sends info at and the server processes that information at 30 ticks a second. My sending rate could be very different from the speed the server processes the information.

    And finally where he shows someone shooting but the 2nd person doesn't see all the shots. That doesn't mean the server doesn't know about all the shots that happened, just because you don't see the shots doesn't mean the server, who is where the hits are registered, didn't happen. It just means the animation for you didn't happen on your screen and there may be a limit on how many times in a x time period that things are animated for FPS sake.

  7. Registered TeamPlayer SourceSkills's Avatar
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    #7

    Re: Net code / Hit Registration demystified

    Quote Originally Posted by gehn View Post
    The first half of the video was good, the second half he no longer understands things. For the ping, if i shoot at you I have a ping of 10ms to the server and you have a receive ping of 15ms from the server, it isn't a 25ms delay. You only have to shoot the person you see on your screen and the server will process if the other guy died or not, you will just find out if you died 15ms later. The server has the complete authority over that kind of data and doesn't check the other persons client first to see if they are where they say they are. Same thing for tickrate, I'm sending info to the server at whatever speed the CLIENT sends info at and the server processes that information at 30 ticks a second. My sending rate could be very different from the speed the server processes the information.

    And finally where he shows someone shooting but the 2nd person doesn't see all the shots. That doesn't mean the server doesn't know about all the shots that happened, just because you don't see the shots doesn't mean the server, who is where the hits are registered, didn't happen. It just means the animation for you didn't happen on your screen and there may be a limit on how many times in a x time period that things are animated for FPS sake.
    I maybe wrong and in fact probably entirely so but you might be a bit mixed up with a server side net code instead of a client side which is what BF4 uses in some places there. But feel free to educate me if I am wrong. However he never once said that the actions that were happening that the other client couldn't see didn't exist. He just simply stated that they were not reported to the other client and thus to your eyes they didn't happen. Either way though it is a solution to this problem we all desperately want. I mean even if it is half assed I personally don't care.

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