Hit Detection Server-side?

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Hit Detection Server-side?

Postby Poor » Sun Oct 02, 11 5:50 pm

Is hit detection for bullets really server-side? That would explain why my bullets seem to pass through people with lower pings or hit them when I know I missed.
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Postby Hanover Fist » Sun Oct 02, 11 7:35 pm

Thats what iv alwaus thought. Its why i dont enjoy non augs.
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Postby Poor » Sun Oct 02, 11 8:12 pm

Then would anyone be interested in client-side hit detection?
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Postby Baleout » Sun Oct 02, 11 9:42 pm

The reason hit detection in all games ever is server-side is to stop cheating.
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Postby Poor » Sun Oct 02, 11 11:22 pm

Lots of games use client-side hit detection.

The difference is this:

You aim at an opponent and get a perfect headshot. The opponent has lower ping.

Server-side:
According to the server, he is in a different location and you therefore you missed. You complain "WTF man! I shot you in the head!" On your screen, you are actually seeing a past image of the opponent so your perceived hits might not hit the actual opponent. This greatly benefits those with lower pings because they can get more recent opponent locations and have less delay in updating their own locations. They have a more recent image of the what the server sees.

Client-side:
According to you, you got a headshot and the server believes you. The opponent complains that he jumped, ducked, or took cover in time. On your screen, you are actually seeing a past image of the opponent but it doesn't matter; your perceived hits will register. This would also happen if you had lower ping and the opponent had higher ping. Having a higher ping can help you get hits but it also makes you easier to hit.

Both methods have problems but client-side hit detection is more balanced.
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Postby Aidan » Sun Oct 02, 11 11:53 pm

Poor wrote:Lots of games use client-side hit detection.


Which games? Haven't seen any games in a long time with client side hit detection.
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Postby Baleout » Mon Oct 03, 11 12:39 am

No games use client side hit detection, because it's trivial to trick your client into telling the server that you never miss.

They do however use lag compensation, where the client predicts the server location of the enemy from the delayed information it recieves. E.g. if there is 100ms of lag, the client recieves the location of the enemy 100ms late, and then predicts where he would have moved to in the 100ms it took to get his location, and puts that on your screen.

Deus Ex doesn't have that. You have to do it yourself.
Last edited by Baleout on Mon Oct 03, 11 12:41 am, edited 1 time in total.
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Postby Poor » Mon Oct 03, 11 1:28 am

Baleout wrote:No games use client side hit detection.


Of course there are!

Here is a video of me exploiting it in SOCOM. I know Halo also uses CSHD.
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Postby Aidan » Mon Oct 03, 11 3:20 am

It's not hard to exploit SOCOM lol. Serverside, OR Clientside.
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Postby James » Mon Oct 03, 11 11:44 am

Console games using client side hit detection?, ohhhh myyyyy!
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Postby synthetic » Wed Oct 05, 11 12:30 pm

Baleout wrote:No games use client side hit detection, because it's trivial to trick your client into telling the server that you never miss.

They do however use lag compensation, where the client predicts the server location of the enemy from the delayed information it recieves. E.g. if there is 100ms of lag, the client recieves the location of the enemy 100ms late, and then predicts where he would have moved to in the 100ms it took to get his location, and puts that on your screen.

Deus Ex doesn't have that. You have to do it yourself.


I'd much rather calculate the difference myself, than rely on automatic latency compensation there. I believe CSS had some kind of strange calculations for hits? Pissed me off so bad.
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Postby James » Wed Oct 05, 11 12:38 pm

CSS seems it has notoriously awful hit detection because of hitboxes behind the moving players.
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Postby Poor » Wed Oct 05, 11 3:03 pm

ainaD wrote:It's not hard to exploit SOCOM lol. Serverside, OR Clientside.


That's very true. Right now, the PSP and PS2 SOCOMs are a huge mess. Cheaters can boot games, some know how to boot entire 256 player servers. There is a code that bans everyone in a game. All legit players have been banned, new players get banned within a few days, and you need a hacked system to bypass the ban.
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