Did anyone else notice any "netcode" issues since sparks update ? (video included)


(Szakalot) #61

[QUOTE=ragnak;535912]Maybe its easier for me to spot seeing that i can make it even slower for me (then again you can do that at youtube now) and im 100% sure that i had hit registration on sparks when my crosshair wasnt on her model. It is possible that it was simply pretty major delay so it only reached her when i was out of her model.

On fragger clip i am also 99% sure that more hits should register + it feels delayed as well which ruin my aim.

In the end there is something horribly wrong with models and game warp as hell, there shouldnt even be a discussion about that. Also while i can never be 100% sure that there was no registration because of delays, i am 100% sure that there is A LOT more delay than in kira patch (or rather, its inconsistent as ****) which makes me miss more because i think that i miss my target when in reality there is 100ms delay before it registers. My aim is based on consistent tracking but when things start to lag/warp/disorder then its pretty much impossible for me to hit anyone + i simply feel when there is something wrong.

Also, its pretty easy to see that skyhammer is getting hit when my crosshair is below him and there even is a blood splatter far away from his body.

Edit:

Just checked my older video from kira patch and a video after phantom patch: In kira patch i had hit marker after 3 frames, in phantom patch i had hit marker after 4 frames, felt like more when i played. Not sure if 1 frame is enough to screw my aim so hard, but when i add jerky models and warps to the mix its getting pretty silly.[/QUOTE]

So, the hit marker shows up when server confirms a hit; thats also when the blood-splatter occurs on/around the enemy model. Thus, the marker is always delayed relative to the bullet that scored the hit.

I went at 0.25 speed in your videos and you can see the action bullet-by-bullet easily. Didn’t go frame-by-frame for the whole video, but you can generally see that when a bullet is fired with the player model in the crosshair - you get a hit (after a short delay); otherwise you get a miss, and often the bullet can be seen hitting the wall behind the player.

Hard to judge warping at these slow speeds, but sure; they could definitely be an issue. I don’t see hit registration problems here, though; provided that the character isn’t warping.

Aren’t you one of the players that use very low vertical sens? Perhaps you find hits more difficult since the recent aimpunch buffs?


(ragnak) #62

[QUOTE=Szakalot;535915]So, the hit marker shows up when server confirms a hit; thats also when the blood-splatter occurs on/around the enemy model. Thus, the marker is always delayed relative to the bullet that scored the hit.

I went at 0.25 speed in your videos and you can see the action bullet-by-bullet easily. Didn’t go frame-by-frame for the whole video, but you can generally see that when a bullet is fired with the player model in the crosshair - you get a hit (after a short delay); otherwise you get a miss, and often the bullet can be seen hitting the wall behind the player.

Hard to judge warping at these slow speeds, but sure; they could definitely be an issue. I don’t see hit registration problems here, though; provided that the character isn’t warping.

Aren’t you one of the players that use very low vertical sens? Perhaps you find hits more difficult since the recent aimpunch buffs?[/QUOTE]

Now that i watched it a bit more those are indeed not the best examples (first clip in first video is still the best example i had recorded i guess), but i still can see(or rather “feel”, had to check frame by frame) that bullets register 1 frame longer then on kira patch (i even joined a server to check it again with dreiss, from the first bullet hit). Warps are pretty easy to spot in clip nr 3, at least for me, same goes for models going dwarf mode in clip nr 1 and 2.

While i dont know if 1 frame is enough to screw me over (especially that it simply could get changed to show 1 frame later) all i know is that i had MORE fps in kira patch, i DIDNT had microstutters/so much fps drops/warps and jerky models, it seems that there is simply a lot of things that went wrong and i did blame hit registration for them all.

No, im not lowering my vertical sens, i simply use fingertip grip and i dont move my hand a lot (i dont move it at all most of the time, i only unroot my wrist when someone is running around me) and i dont think that viewkick is screwing me, i simply feel like everything is registering way too slow (which i guess could be also because of fps, just to clarify i didnt use potato config).

In the end, DB feels like crap for me currently while i still remember kira patch to be blissful and its super annoying to know that it worked better in the past =/.


(acQu) #63

I watched that Fragger scene and i immediately knew how that one felt. It is just a thing of milliseconds, but it screws you so badly, you really do not want to go on anymore.

Imo: and that is just imo: i lost hope when i saw the “WTF video” posted earlier in this thread, (page 2 or something?..). That stuff like this is even possible was beyond my imagination until this very day …

The problem imo is that the game tries to hide too much from the player. In technical terms: it tries to use so much interpolation at the client side, it is really not that fun. It totally ****s you up, when there is network issues. That is why i think it is a network thing, combined with the stupid way the game tries to hide that network issues from you.

P.S.: why do i know that there are no experts on your side regarding this issue? It is cause the experts were lost since idTech3 area (and that in the whole area of gaming since then). It is so sad :frowning: but true. The idTech3 engine had it all nailed, why can stuff like this happen then …


(Szakalot) #64

Give it all back to you, game is A LOT laggier/warpy since a few patches back.

I don’t blame hit registration at all though, its clear to me all those random moments come from the same warpy phenomenon. Feels like the server is skipping a heartbeat or sth.


(fubar) #65

[QUOTE=Szakalot;536787]Give it all back to you, game is A LOT laggier/warpy since a few patches back.

I don’t blame hit registration at all though, its clear to me all those random moments come from the same warpy phenomenon. Feels like the server is skipping a heartbeat or sth.[/QUOTE]

Can confirm. Servers have been feeling awful for the last weeks.

Generally whenever there’s a maintenance they’ll feel… fine for a day and go to **** afterwards until next maintenance. But, ever since the phantom patch even that isn’t the case anymore. :frowning:


(Domipheus) #66

Thought I’d update this thread. I’ve recently got a new machine to play on, and the warps are pretty much non-existent now, even when streaming 720p30fps. My old CPU was a Q6600 (gasp) and generally the machine was slow as hell. But now even on a much older i7 (2600) it’s smooth has heck. Same GPU.


(acQu) #67

Sometimes it feels ok, mainly during day time. When there is night time, it just seems to go all mayhem for me.

I feel something goes so horribly wrong here. I have no words to describe, sometimes it works, sometimes it is a pure nightmare.

I noticed that during the times of the “nightmare” my bullets just do not ever seem to go through. There is an absolute hitreg issue with this. It feels so inconsistens and weird.

I wish i could put my finger on it and watch more closely. But two situations: 1st) rhino close combat minigun (and i am the best fatty in the world believe me) = no bullets hit. Absolute lack of registering any bullets at all. 2nd example of today): i throw a sticky nade with fletcher, and it just is not there anymore. Also this whole evening i threw nades, they seemed to be landing (was visual on my end), but imo a clear detonation on the enemy just does not register at all. What the heck is going in here. This is so weird. I have no explanation, it just feels very inconsistent, day and night, and hell when it brakes lose.

Especially the fletcher example is what made me again think about this thread. It feels so weird. I played all day with fletcher, his nades, everything good, predictable. But now, some hours later into dirty bomb at the evening, i just can not hit **** because of weird lag with throwing the nades, sometimes it seems i have not thrown a nade at all, and if i detonate, it just does not register. What the hell …


(Szakalot) #68

the fletcher thing is a known bug, doesn’t have anything to do with the problems described in this thread.


(sunshinefats) #69

Aside from the Fletcher thing(I wouldn’t know because I never played him) I can totally relate to your pain. It’s the main reason I haven’t played much/at all recently. Aside from a few patches where it seems to have been addressed temporarily(or perhaps by accident?) this has been an ongoing issue for me since the early alpha builds. It seems, well, ridiculous to me that such a fundamental part of the game could be so broken for so long. What makes it worse is that it doesn’t seem to affect everyone(just basing that on what I’ve read and discussed with others) so while you’re struggling to land a hit others are running around $hitstomping you lol. I can only hope that, since it has been more or less fixed in previous builds in the past, that the devs have a solution but just haven’t implemented it permanently yet for whatever reason.


(VodkaPower) #70

no. but impact of config abusers is obvious.
so perhaps any cvars absent from main game meny - should be READ-ONLY, thus.


(ragnak) #71

So, its been few months and there are no improvements over the issue, is there anything at all being done to make netcode more bearable SD ?=/


(BomBaKlaK) #72

still warping fest !