What was your testing methodology and can you link to your recorded footage? You say you tested it so I’m interested in your findings.
[quote=“blonk;156553”]I read somewhere that DB allows the client to have authority over if a hit was successful or not (i.e. clientside hit detection), is there any truth to this? The jury’s out looking at some google results on the subject but people seem to generally hint that it is clientside. I have seen some crazy things happen in firefights personally, people hitting me when I’m well behind a wall, people seeming unloading enough damage to kill a full health merc in a single shot and the likes
Edit: holy smokes look at this video
REMOVED
Please do not link to vids of people cheating.[/quote]
DB does use client side hit detection. Nearly every game since OSP Q3 does in some form or another. It’s how predictive netcode works. I send my data, they send their data, the server looks through it all and determines what actually happened. That is a super rough explanation and the time window for all of that happening is extremely tiny. It allows clients of varying ping to play each other and not give a lower ping player a huge advantage over a higher ping player. However, it’s not a miracle worker. Sometimes there are server lag spikes, one of the clients lag spikes, one of the clients have rubberbanding connections with a varying ping that can’t be predicted easily by the server and some oddities can happen. Even things known as rollbacks where it looks like you did something on your screen but the server doesn’t agree (like getting that Vas headshot only for you to die and them not to).
It’s not perfect because it can’t make peoples connections good and it’s doing predictive calculations so there is a chance that it could screw up. However, one psychological side-effect of this is some people hit their tab key to bring up the scoreboard, see a guy that is actually competing with them at 100 ping or so and they are upset because somebody with 100 ping is competing against their 20-30 ping instead of being an easy kill. Where in the past anti-lag wasn’t tuned that heavily (mostly because it chews up server processing power).
If 150 ping gave people an advantage, all of the Cups we’ve had that are between NA and EU would have had players fighting to go on their opponents servers.