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Server-Side Hit Detection Vs Client-Side Hit Detection!


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#1 Andi Nagasia

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Posted 14 December 2014 - 01:26 PM

Server-side Hit detection Vs Client-side Hit detection,
now there is no doubt this game could benifit with Client side Interactions,

and being that this game is international and most people have over 120+ ping.
High ping with Server-side Hit detection we see allot of problems with Hit detection,

that said
pros= people would have much less/no hitreg problems,
cons= hacking is more possible, Code Tampering,

so the question?
1) Server-side Hit detection
Higher Ping, More Hit-Detection Problems, Slight Hacking Chance,
2) Client-side Hit detection
Lower Ping, Less Hit-Detection Problems, Higher Hacking Chance,
3) PunkBuster
ya the Bane of Hackers, but also may Bust non hacking Players as well,

Thoughts Comments Concerns?
Thoughts

#2 Appogee

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Posted 14 December 2014 - 01:28 PM

Solution = server side hit detection with additional servers available in countries other than Canada.

#3 Krysic

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Posted 14 December 2014 - 01:32 PM

I play from Winnipeg, Canada and trust me the hit detection is not that great from here. The servers seem to have trouble with any collision detection, mechs with mechs, mechs with lasers, mechs with ballistics, mechs with empty spaces on maps, you name it and the server is giving you a hiccup then reporting you are dead later.

Edited by Krysic, 14 December 2014 - 01:32 PM.


#4 LordKnightFandragon

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Posted 14 December 2014 - 01:47 PM

Well, having played 2 years of Planetside 2 who uses Client side, its no damn better.

Prolly more powerful servers for PGI would solve a bit of the lag/hit detect and performance issues...they have a world of info trying to process through their few maple syrup clogged servers.....

Edited by LordKnightFandragon, 14 December 2014 - 01:48 PM.


#5 Daelen Rottiger

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Posted 14 December 2014 - 01:57 PM

Hit detection seems worse than before the CW patch.

At least for me it does

#6 Andi Nagasia

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Posted 14 December 2014 - 02:20 PM

View PostDaelen Rottiger, on 14 December 2014 - 01:57 PM, said:

Hit detection seems worse than before the CW patch.
At least for me it does


i know how you feel before the patch i was running 32-38Fps,
now its 12Fps in Pug-Group, and 2-5Fps in CW,

i have a AMD Duel Core A6-4400,
and before you say upgrade, i do play Crysis3, low settings,
and it runs rather well at 34-46Fps, with allot of explosions it goes down to 28-38Fps,
so i think it has to do with some optimization on MWO's side,

#7 Daelen Rottiger

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Posted 14 December 2014 - 02:40 PM

I think FPS are not the problem. Game got worse with dropping FPS nontheless though.

I am clearly hitting moving light mechs with a HBK-4P 43point alpha strikes and they turn slightly yellow. Furthermore my crosshair isn't even showing a hit anymore. It is not like the damage was spread all over the mech - that's what I still would understand. The light mech is only taking 2-3% damage. From a clearly hitting 43 point laser beam alpha strike.

#8 lsp

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Posted 14 December 2014 - 02:49 PM

View PostAndi Nagasia, on 14 December 2014 - 02:20 PM, said:


i know how you feel before the patch i was running 32-38Fps,
now its 12Fps in Pug-Group, and 2-5Fps in CW,

i have a AMD Duel Core A6-4400,
and before you say upgrade, i do play Crysis3, low settings,
and it runs rather well at 34-46Fps, with allot of explosions it goes down to 28-38Fps,
so i think it has to do with some optimization on MWO's side,

Upgrade.

#9 CocoaJin

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Posted 14 December 2014 - 04:14 PM

Client side hit detection can supposedly open the door for hacks.

#10 zagibu

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Posted 14 December 2014 - 05:07 PM

I'm not sure i got this right, but I thought host state rewind does try to account for lag, by rewinding the state and replaying it delayed with the involved player's delay to check for a hit. So, while it's not client-authoritative, client lag is still somewhat accounted for.

I think it would be much harder to hit something with a 150+ ping with a pure server authoritative model.

#11 Escef

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Posted 14 December 2014 - 06:02 PM

The problem is when you have people with pings that are different by large amounts. I generally have a ping in the mid-40s, and enemies with pings of 150 are a royal pain in the keister.

#12 Can o Beans

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Posted 22 December 2014 - 01:46 AM

I live in Australia and have to suffer no less than 250 ping up to 300 sometimes. Client side would make all the difference. Or they could just open servers in Australasia..

#13 Jun Watarase

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Posted 22 December 2014 - 02:41 AM

What hacks would client side hit detection supposedly allow that is impossible under server side? The client/server would always check to make sure shots are valid anyway.

#14 NovaFury

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Posted 22 December 2014 - 03:08 AM

View PostLordKnightFandragon, on 14 December 2014 - 01:47 PM, said:

Well, having played 2 years of Planetside 2 who uses Client side, its no damn better.


Indeed, you just have the opposite ridiculousness happen, like being shot through walls because a guy with 2000 ping because he lives on the moon was able to shoot you 20 seconds ago.





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