Client hit detection and/or hit communication to server
Hi all,
Seasoned bf fan here, playing on PC. The last few battlefield titles i've always played with network graph on, since the quality of hit registration or netcode seems to be going downhill a bit in the past years. Battlefield 6 really takes the cake in this regard. This is by no means a rage thread, but i wanted to just drop the recurring trends that i found with regard to ttd, ttk and hit registration during my first 15 hours of play in this game. I play over a wired connection, with packet loss consistently at 0 and ping between 14-25.
- Hit registration: The hitmarkers do not coincide with client side hits registered in the network graph. When firing at an enemy full auto, the visual representation of a hit (marker) seems to indicate multiple hits, while the network graph only shows 1 hit. This might be a visual artifact, in which case maybe the visual feedback of the hit marker could be changed to reduce the feeling of inconsistent hits/damage.
- TTK: When a hit is registered in the network graph, damage seems to be lower than expected. Using the standard (starting) assault rifle, with a damage rating of 26, an enemy needs about 6-7 hits to be killed at a cqc distance (estimated 10-20m). For enemies further away, often 10 or more hits are needed with the same gun. All this is quite consistently happening in my case.
- To confirm this, it would be helpful if the network graph also showed dmg and on what player (or at least an id so hits on different players can be distinguished).
- Playing through the singleplayer campaign, i could not see the actual hit detection in the network graph, but hit detection felt quite inconsistent every now and then as well. Although being way less prevalent compared to the multiplayer experience.
- Differences in reported damage received in the network graph and in the health bar. A couple of times, the network graph reported around 60 dmg received, while the health bar was reduced from 100 to about 10-15. Since there is no actual number shown, it is hard to confirm this discrepancy though.
- TTD: damage is being dumped all together in one frame. Rather consistently, damage seems to be accumulated before being received. Nearly all of my deaths are because all damage is received at once or severely delayed. The network graph nearly always shows that (usually) the first hit from an enemy has a deltatick of 10 to 50, while all hits followed (usually 3-4) have a deltatick of 0 to 0.5. I'm unsure if i'm interpreting this information correctly, due to the limited explanation of what delta tick means in the settings ("frames [assuming server frames] passed since the previous damage event") as well as the difference in naming (deltatick vs deltatime) between the network graph and the explanation in the settings of the network graph. But how i interpret it, is that the damage of the first hit was 0.16 to 1 seconds (assuming a server tick rate of 60Hz) some previous damage (even when there was no previous damage), while the damage from all of the following hits is applied within 1 server frame. According to this interpretation of the network graph, it seems like ~80% of the damage is sent to the receiver within 1 server frame. This results in the inability to respond to unexpected incoming fire.
- My non-expert point of view is that this, combined with point 1 and 2, seems like there is some client side issue determining the damage and sending it in time to the server.
I have not added any videos, since these can be found on many platforms already. The above mentioned experiences are also not a rare incident, since it is happening nearly consistently. For me bf1, followed by bfV, had the best netcode. I'm by no means knowledgeable on the topic of networks, servers and netcode, but I do always get a bit confused about how the hit detection is significantly worse each battlefield release. I assume it to be naive on my end to expect it to be as easy as implementing the same approach to network handling and netcode as in earlier releases like bf1 and bfV.
It would be appreciated if others can comment on these findings. Am i interpreting things correctly? Do you find similar trends during your play sessions? Hopefully such discussions are useful to the developers, enabling them to make an amazing game even more amazing.
Cheers!