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Pgi, Why Is Hitreg So Inconsistent.


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#1 LORD ORION

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Posted 16 December 2016 - 03:37 PM

I can even predict when it is going to happen.

50ms ping Spike and 25% frame drop for a few minutes... and suddenly my damage is off by 33% and it seems my armor is worth 1/.2 of much what it should be, and it will be like that for days.

Quit being cheap and pay for some good servers.

#2 Johnny Z

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Posted 16 December 2016 - 03:43 PM

Don't get me started on this subject. Its been quite good since the update except for one time. Which is amazing and awesome to me.

The one time was a Highlander IIc yesterday on HPG network standing in the open bright red ct armor and he just stopped taking damage. Other than that its been great.

#3 Tibbnak

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Posted 16 December 2016 - 04:33 PM

Cryengine was a mistake.

#4 Rift Hawk

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Posted 16 December 2016 - 05:15 PM

Porting to Unreal would solve this problem, I suspect.

Then we could have cool things like reticle expansion while moving or going over rough terrain. Instead of pinpoint accurate shooting 100% of the time.

Except with jump jets. Jump jets are the devil.

#5 QuantumButler

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Posted 16 December 2016 - 05:34 PM

View PostImperial X, on 16 December 2016 - 05:15 PM, said:

Porting to Unreal would solve this problem, I suspect.

Then we could have cool things like reticle expansion while moving or going over rough terrain. Instead of pinpoint accurate shooting 100% of the time.

Except with jump jets. Jump jets are the devil.


Don't blame everything on cryengine, these are problems skilled devs could solve.

#6 Mystere

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Posted 16 December 2016 - 06:23 PM

View PostTibbnak, on 16 December 2016 - 04:33 PM, said:

Cryengine was a mistake.

View PostImperial X, on 16 December 2016 - 05:15 PM, said:

Porting to Unreal would solve this problem, I suspect.


The engine is not the problem:

View PostQuantumButler, on 16 December 2016 - 05:34 PM, said:

... these are problems skilled devs could solve.


View PostImperial X, on 16 December 2016 - 05:15 PM, said:

Then we could have cool things like reticle expansion while moving or going over rough terrain. Instead of pinpoint accurate shooting 100% of the time.


But we can actually have that too, CryEngine or otherwise. Unfortunately, that somehow implies "random", and as we all know that word is worse than The Devil around these parts.


View PostImperial X, on 16 December 2016 - 05:15 PM, said:

Except with jump jets. Jump jets are the devil.


See what I mean? Posted Image

Edited by Mystere, 16 December 2016 - 06:24 PM.


#7 Lily from animove

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Posted 16 December 2016 - 07:04 PM

View PostLORD ORION, on 16 December 2016 - 03:37 PM, said:

I can even predict when it is going to happen.

50ms ping Spike and 25% frame drop for a few minutes... and suddenly my damage is off by 33% and it seems my armor is worth 1/.2 of much what it should be, and it will be like that for days.

Quit being cheap and pay for some good servers.


something may be wrong I just got killed in a way that I would think was caused by some very broken hitreg,

#8 Green Mamba

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Posted 16 December 2016 - 07:21 PM

I bet the old FASA team could figure it out...Too bad they arent still making MW games

#9 Tibbnak

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Posted 16 December 2016 - 07:26 PM

View PostQuantumButler, on 16 December 2016 - 05:34 PM, said:

Don't blame everything on cryengine, these are problems skilled devs could solve.

As a matter of fact, no. Without source access and *heavy* modification, the cryengine is basically useless for anything outside of what base crysis did. Even then, it's pretty crap.

Starcitizen only chose cryengine because they'd provide the source code and usage rights that other engines wouldn't, and the starcitizen devs have basically written 80% of the engine from scratch at this point, and even then they're STILL having issues with it.

#10 MadIrish

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Posted 16 December 2016 - 08:35 PM

Today after the hotfix something is definitely off, yesterday I was consistently getting 500-700 damage registered and a few over 800, today i only broke 300 once. So I counted my hits at optimal range with an ERL vomit loadout to see how off it was. I should have been around 500-700 most every time. The one time I did break 300 i got nearly 800 the funny thing is, that match I didn't get a single kill...bummer. Then on an escort round we went up against a not so good team so I just decided to stand in one spot and pounded the VIP in the head, I counted at least 30 hits to the head at 700-1000m and another 25 at less then 600M with an ERL, in the end I hadn't even stripped the armor off the head and it had just barely turned red, yes they were actually so bad I had time to carefully aim for the eye and hold the shots steady was smirking the whole time I thought I was going to take his head off but I guess he must have a ton of armor on that head. The last round I played it registered 150 and even though fire was focused we just were not taking them down so I decided to call it a day and wait to see what its like tomorrow.

Edited by MadIrish, 16 December 2016 - 08:39 PM.


#11 Tibbnak

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Posted 16 December 2016 - 09:45 PM

It's Cryengine, through and through. These exact problems exist on living legends as well and are even worse. It's a garbage engine.

PGI has worked on MWO for almost five+ years total, and we're still having this issue, but the same devs spent maybe four months on UT4 engine and came up with the mw5 mercs demo. Do the math, and have some sense.

#12 LordNothing

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Posted 16 December 2016 - 10:07 PM

they did make changes to the collisions, and ive actually noticed a lot of false negatives (and false positives where i was sure i missed, but damage was done anyway) since the patch.

Edited by LordNothing, 16 December 2016 - 10:07 PM.


#13 MadIrish

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Posted 17 December 2016 - 03:07 PM

I wonder if the servers just aren't quick enough to handle all the collision calculations when the fighting gets think with lots of hits trying to register in a very short span of time. Collisions along with all the other physics and location updates going on it can be the code design such that it shows hit animation and destroys instances andray casts or projectile object instances client side but the server isn't capable of handling the more complex calculation hit calculation requests fast enough. When you have 24 mechs shooting in rapid succession the server could become overwhelmed when its short on processor power or memory and the devs most likely have a way of handling bottle necks so that the game won't crash at the cost of other calculations. So while you might see the hit animation that doesn't mean the server did, the actual damage calculations and updates to health & armor our server side and when the fighting gets thick the server hardware may not be able to handle all the calls, so I would say that while the engine could be to blame it could also be the hosting hardware. I would say its likely the hosting hardware since we are seeing hit animations, I don't think hit detection is the problem I think there something quirky about the way its handling damage and health updates. But its all way over my head but it is to me the 500 LB gorilla in the room that has never been solved, that and being able to have an cool looking integrated MP3 player built into the dash of my mechs so I can listen to jams while piloting.

#14 JadePanther

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Posted 17 December 2016 - 05:01 PM

Sometimes they've been getting hit with bad routing from the ISP's.. not long ago someone was showing a traceroute that had him going from NY to EUROPE before going back to CANADA.. yep its great for ping when your connection is getting passed all over the globe all willy nilly..

#15 XxXAbsolutZeroXxX

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Posted 17 December 2016 - 05:15 PM

I suspect 12 vs 12 could be at fault.

There could be a reason why Overwatch doesn't venture past 8 vs 8.

#16 Shiroi Tsuki

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Posted 17 December 2016 - 05:52 PM

Is this why my Centurion's fully armored Left Arm (Shield) literally gets popped off in one shot?

#17 Tibbnak

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Posted 17 December 2016 - 06:12 PM

Servers are fine. It's the engine.

#18 Mister Blastman

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Posted 17 December 2016 - 06:12 PM

View PostI Zeratul I, on 17 December 2016 - 05:15 PM, said:

I suspect 12 vs 12 could be at fault.

There could be a reason why Overwatch doesn't venture past 8 vs 8.


I was playing 32 v 32 back in 2003 with Battlefield 1942 and hitreg was fine.

#19 XxXAbsolutZeroXxX

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Posted 17 December 2016 - 06:22 PM

View PostMister Blastman, on 17 December 2016 - 06:12 PM, said:


I was playing 32 v 32 back in 2003 with Battlefield 1942 and hitreg was fine.


Silliest thing you've ever said on here.

#20 Splatshot

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Posted 17 December 2016 - 06:30 PM

View PostJadePanther, on 17 December 2016 - 05:01 PM, said:

Sometimes they've been getting hit with bad routing from the ISP's.. not long ago someone was showing a traceroute that had him going from NY to EUROPE before going back to CANADA.. yep its great for ping when your connection is getting passed all over the globe all willy nilly..

That was me, it ended up that playing on the Euro Server had faster ping then playing on the NA server.

Issue was the server host for MWO, had some linkage wrong, and send the traffic to their Euro network first.

It was not actaully AT&Ts fault, it just only effected you if you had AT&T.





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