What Really Causes "No Regs" In FPS Games

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Garbaj

Garbaj

Рік тому

Gameplay: Battlefield 1
2nd Channel: / garbajgaming
Twitch: / garbajcan
Twitter: / garbaj2

КОМЕНТАРІ: 601
@sipherys1961
@sipherys1961 Рік тому
I remember this old glitch in a game I played, where that when I lagged a tad too much, time would stop for me and I would get a disconnection timer, yet I could still move. The thing is though, I could shoot at the enemies and there was about a 50/50 chance when my net came back that either they or I would die
@batmanwithprep
@batmanwithprep Рік тому
In games where it is local I stop time and just kill everyone in 1 second and also die
@xxxod
@xxxod Рік тому
That’s called lag switching and it can be done intentionally
@AWorthyGamer
@AWorthyGamer Рік тому
Reminds me back in MW2 you could disconnect you router, kill the whole enemy team, reconnect it and youd have a 6 kill streak
@epicboss8446
@epicboss8446 Рік тому
That's due to client side hit detection (hit reg being processed on your machine). So when everything froze and you shot at an enemy player, when your connection stabilized, your machine told the server that the player you just shot should be dead.
@TomtheS_AI
@TomtheS_AI Рік тому
@@xxxod Ah good times unluggin' the ol' router at 1 sec in the game and wiping a team. The real bad cheaters had a button on their router to turn off the connection and then back on.
@lukejohnson29
@lukejohnson29 Рік тому
This problem is very prevalent in vr games. Onward vr knew this and decided that everything should be run client side, so the client always gets the kill if it appeared to them like they should. This results in trades being incredibly common and being killed after getting behind cover common as well. This decision was probably made because the TTK is so low in Onward that it would be unfair to players with high ping if this approach wasn’t chosen. I know you prefer longer TTK games, but do you have any thoughts about this?
@mcmakle4949
@mcmakle4949 Рік тому
Happens to me all the time in pop1 too, ttk is longer, but it’ still annoying to be hit for massive damage before getting to see the enemy or after taking cover
@kavlo32
@kavlo32 Рік тому
An issue with running hit detection client-side is that it can be manipulated more easily by cheat softwares. This is the reason why more and more things are handled server side on competitive games. I know Onward is also a VR esport so I guess they did something to prevent that.
@Uncle_Barry
@Uncle_Barry Рік тому
don’t play onward but play lots of pavlov shack, trade kills are incredibly common. TTK is very short on that too.
@Garioncete
@Garioncete Рік тому
same as Hunt Showdown
@Quatuux
@Quatuux Рік тому
This is a huuuuuuuuuuuge security flaw that is probably already used by hacking softwares.
@tuna977
@tuna977 Рік тому
There is advantages and disadvantages though(You can randomly teleport and hit the person at a random moment so possibly end up killing them) but i think its better to not take that risk and get a good wifi connection
@RealLukifer
@RealLukifer Рік тому
Someone's been watching Laginator
@tuna977
@tuna977 Рік тому
@@RealLukifer greg renko? sure..
@Liteg0
@Liteg0 Рік тому
Good wifi... You mean a wired connection!
@shooppiChan
@shooppiChan Рік тому
play with wifi isnt gaming (?
@operator8014
@operator8014 Рік тому
​@@shooppiChan Playing PvP isn't gaming.
@mdx6971
@mdx6971 Рік тому
This guy always has something interesting to say. When I see his videos, I always watch them
@pickynoodle09
@pickynoodle09 Рік тому
same
@pro_gemer
@pro_gemer Рік тому
ikr
@drewgraham
@drewgraham Рік тому
Never even consider not watching one of his videos, even when I already know what he's gonna say, no other youtuber that can get me to watch them all like that.
@godlyoblivion9445
@godlyoblivion9445 Рік тому
I play Wh40k SM so no reg is just part of the gameplay experience
@laddenx
@laddenx Рік тому
The first smart gorilla tag player caught
@neoroggensack1244
@neoroggensack1244 Рік тому
I've started playing lots of VR shooting games, and most of these games only have multiplayer servers in the U.S.A., because that's where most of the playerbase is. Because I'm in Australia, I have absurdly high ping, to the point where I have to spend almost a full second dodging an enemy's bullets well and truly after I've killed them. And if I'm playing against anyone else who is also in Australia, that lag gets doubled :/ I really wish that VR game companies would start making servers in parts of the world other than the U.S.A....
@anto-bn2hs
@anto-bn2hs Рік тому
bro the united states get prioritized in everything and I dont know why
@amarevite8388
@amarevite8388 Рік тому
@@anto-bn2hs The US has almost 13x the population of Australia and it has Silicon Valley. That makes the US a good place to start a tech company. Building servers is expensive so most companies won't build servers all around the world from the get-go. The US gets prioritized simply for business and financial reasons.
@Cybrtronlazr
@Cybrtronlazr Рік тому
What VR shooter do you play?
@howdymista2299
@howdymista2299 Рік тому
@@amarevite8388 so what's silicon valley
@cavemaneca
@cavemaneca Рік тому
@@howdymista2299 a place in California that saw a huge amount of growth during the early silicone era, and has since become a major tech startup hub. You could also, you know, ask Google next time since it's not some sort of esoteric knowledge.
@arrone9539
@arrone9539 Рік тому
Shots 1-5: Clearly missed. Shots 6-9: Missed due to recoil (bad spray control). Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses. Shot 12: Likely didn't actually fire because Hiko was already dead.
@anodyneliniment2326
@anodyneliniment2326 Рік тому
Ayy
@Maxmekker42
@Maxmekker42 Рік тому
This is the best copy pasta of all time
@justahotdog8430
@justahotdog8430 Рік тому
Tarkov mokent
@BudgiePanic
@BudgiePanic Рік тому
Classic
@amiru.s7747
@amiru.s7747 Рік тому
fair enough
@rumpleforeskin6998
@rumpleforeskin6998 Рік тому
This can also happen due to weird anti cheat measures. In CSGO and many other Source games the RNG seed for random weapon spread (and other things) is different on the client and server to prevent someone from being able to predict it and therefore have perfect accuracy no matter what also known as nospread. In TF2 its actually possible to perfectly aim a shotgun shot at an enemy and see all the bullet tracers go through their playermodel, but hit zero bullets because of how the shotgun spread is randomized by default on most servers including official valve servers. Forget turning off random crits, I want random shotgun spread turned off first lol.
@natayaway
@natayaway Рік тому
it's not just anti-cheat, it's also just the fact that many games want tracers to originate from the player's viewmodel instead of from the camera's position in the head. you're supposed to have a hit registry feedback loop based on what the server sends back to the player (the hitmarker sound effects and floating damage text).
@OmegaRC59
@OmegaRC59 Рік тому
If you deal no damage in TF2 with a shotgun you missed a good chunk of your damage with random spread off anyway because shotguns always fire one pellet to the center, it's got a 0.25 second cooldown which only actually affects the minigun
@ZirconGames
@ZirconGames Рік тому
I'm pretty sure there are some problems with some characters's hitbox as well, meaning you can shoot right through them depending on the angle.
@ImInForAWuppin
@ImInForAWuppin Рік тому
@@ZirconGames There 100% are, TF2 has a couple instances where the torso and legs hitbox can disconnect if they crouch or otherwise are bending at the waist. The arms regularly disconnect their hitbox due to animation reasons as well. To be entirely fair though, TF2 is the definition of spaghetti code, I'm more surprised it works as well as it does lol
@catinmystomach
@catinmystomach Рік тому
Yes, this is what I expected - quality material from a guy with passion and interest in games, spoken with a calm natural voice without shouting and fake exaggerations.
@TechSupportDave
@TechSupportDave Рік тому
I love that you keep including clips of Battlefield1. Not only do you discuss topics I'm very interested in, you also show clips of all the games I really love. I don't know what you're doing, but keep doing it. This is cool as heck.
@davidnguyen3469
@davidnguyen3469 Рік тому
I also love BF1, but damn is it nearly unplayable with the recent influx of cheaters. Can't remember the last time I had a clean game.
@TechSupportDave
@TechSupportDave Рік тому
@@davidnguyen3469 The server browser exists. I can't remember the last time I DIDN'T have a clean game, because I don't ignore major Main Menu elements in games. I'm confused as to how nobody knows about the Server Browser, for one, it's a big button you see all the time in the menu. Two, player-made servers were a thing for decades. They're the only reason a TON of popular games are still alive, and they're the major reason some games get resurrected. I only still play old MMORPGs because of servers such as Aeldra, a non-p2w "Metin2" p-server (highly recommend). People flock to p-servers because they're the second biggest major instance (besides mods) of fans improving games to what's deemed "perfection" by many. In the case of FPS games, that most often includes simply doing something against hackers, here it's something that DICE absolutely fails at, as if they don't have a huge budget to spend or anything. It pisses me off because there are so many different gamemodes and servers I'd wanna play, but can't because all the braindead players still put up with hackers on DICE servers, when they literally have the option not to.
@davidnguyen3469
@davidnguyen3469 Рік тому
@@TechSupportDave Dude, Server Browser is the only way I've been playing BF. Try playing an Operation and count how many times you don't see an Infitrator barrage, assaults with 70/10 KD or the occasional floating gun. Last weekend I hopped 4 servers and in each one someone was cheating. Maybe non-EU servers are better off, but EU is fucked.
@toobig7150
@toobig7150 Рік тому
@@davidnguyen3469 play on community servers, Buds exiles and A few others have dozens of active admins. Bf1 is having a second life thanks to steam
@TechSupportDave
@TechSupportDave Рік тому
@@davidnguyen3469 Then don't play operations? It's literally the only gamemode with cheaters. I'm also from the EU. Also, I do play Operations occasionally, on unofficial servers, and I get no hackers. Whereas, I hop onto a DICE server to see how things are, and I literally spawn in FRONT of a wall hacker. This isn't unusual either. Idk man. Maybe make sure you're actually playing good servers then? In the past week I've had nothing but good, balanced and fair games, tdm, frontlines, conquest, ect, with active admins kicking people immediately who break rules or cheat. Obviously not every server is going to be good, but the full servers usually are... or otherwise it wouldn't be so easy for me to find good servers.
@KlausWulfenbach
@KlausWulfenbach Рік тому
I remember early on in TF2 (2008 or possibly early 2009) that some servers actually did have a problem where every player would regularly see other players "teleporting" around if more than a dozen or so people joined. Because every player, including the admin, was experiencing the same thing, the fact that it was a server side issue was figured out pretty quickly. Then there was an update to TF2 that seemed to fix this particular bug for all the servers that were affected, so all the admins were able to bump up the player counts to two dozen or more without any problem.
@elllieeeeeeeeeeeeeeeeeeeeeeeee
@elllieeeeeeeeeeeeeeeeeeeeeeeee Рік тому
Overwatch fixes TF2's melee problem by giving melee's a swinging hitbox which means you can actually punch multiple people at once if you swipe your mouse as you're meleeing somebody
@ThrottleClub-LiveVidsOnYouTube
@ThrottleClub-LiveVidsOnYouTube Рік тому
I just discovered this guy from the ' AAA DEvs Ignoring your feedbacck video", and i must say, i'm hooked. Seriously, it's different to all the other channels, and i feel like i've learnt more in these 3 mins then what i would find searching videos, articles and digging through forums for like 20 mins. Thanks Garbaj :)
@Michael-Dolences
@Michael-Dolences Рік тому
This channel is awesome. What a little gem to find on UKposts. Never thought I'd be so interested in the whole game dev process - looking forward to your game!
@xio1277
@xio1277 Рік тому
I love how short your videos are despite being so informative. Love it man👍
@phee3D
@phee3D Рік тому
I think the most common cause of no reg especially when you hear it about games like csgo is the weapon's random spread. The server generates its own random position for the bullet to go and the client does their own but the one that counts is the one calculated on the server but the one you see the bullet decals and blood for is the one calculated on the client. You can see this in source games by going into a local server and typing the command "sv_showimpacts 1" and then shoot. You will notice 2 bullet impact boxes will appear which will be slightly mismatching or sometimes be at completely different locations, the blue one represents the position the server calculated while the red one is the one client calculated.
@pkow1999
@pkow1999 Рік тому
funny thing is, you can very easy disable this thing on your private server using sv_usercmd_custom_random_seed 0, the reason it is implemented in a first place is that it's supposedly should help with fighting cheaters, but now it doesn't matter, and i still wonder why faceit or esea still uses it.
@javiermedina701
@javiermedina701 Рік тому
Thank you very much for introducing this topic. I am a informatic specialized in networks and I love video games, you would not imagine how many times I have heard people complain and accuse the game of being poorly designed due to server connection problems. Thank you very much and I would like to see more content like this on this platform. Ps: I don't speak English natively so sorry for the spelling mistakes.
@wandrespupilo8046
@wandrespupilo8046 Рік тому
Love u man, always getting me the juicy infos!!
@moridular
@moridular Рік тому
Love the topics of these videos and how well you explain stuff. Keep up the good work :)
@kavkazking1367
@kavkazking1367 Рік тому
Damm i love ur vids man, always something interesting to learn each time
@Ieno
@Ieno Рік тому
most all of the stuff you talk about i already know. but you voice is so calming and there is prettymuch always some new detail i didnt know before that i really enjoy your videos
@knite_lite
@knite_lite Рік тому
Seeing your videos has not only informed me on issues in gaming that I was unaware of, but also taught me some really neat fun facts about games that I didn't know. Your unique and entertaining content will drive this channel to success far beyond it's current level .
@neversaynever22ful
@neversaynever22ful Рік тому
As a software engineer I find your explanation to be very effective and simple. You covered the basic of UDP packet transfer and accurately called that animations happen locally, rather than data driven by sever side rendering. Great video.
@MrTastelessVideos
@MrTastelessVideos Рік тому
What I also find interesting about how "no regs" (NR) can happen, is its not only because of internet issues, but also how the hit logic works - take Tf2s melee hitreg for example. Go look it up (I suggest shounic) , you will be stunned how complex it is but also why many times in TF2 you get NR.
@aboveaveragebayleaf9216
@aboveaveragebayleaf9216 Рік тому
melee is wierd in tf2, but I firmly believe that 90% of the time people blame hit reg, it's just them missing. you actually have to aim and time melees. It's not instant, and it's not giant hit box. It's short range hit scan with a delay.
@OmegaRC59
@OmegaRC59 Рік тому
@@aboveaveragebayleaf9216 it's close to hitscan but it also has a sphere for additional hit detection. So it's not super precise at all, but it's easy to whiff with that delay. It's way easier to land butterknives as spy just because there's no delay, despite the identical hitboxes
@lethaldumpster2699
@lethaldumpster2699 Рік тому
@Thawne you just invented multithreading with extra steps :P
@lethaldumpster2699
@lethaldumpster2699 Рік тому
@@aboveaveragebayleaf9216 well, when I see blood splatter or hear the hit sound with no dealt damage... THATS my 90%.
@aboveaveragebayleaf9216
@aboveaveragebayleaf9216 Рік тому
@@lethaldumpster2699 what kind of ping do you play on? Because I do not struggle with melee that much.
@gachastorys5129
@gachastorys5129 Рік тому
Holy crap I’m loving this new upload schedule for Garbaj!
@famalam943
@famalam943 Рік тому
Great video. Short, to the point and informative.
@CripplingMemeAddict
@CripplingMemeAddict Рік тому
No reg can also happens when the server just does not accept your input. For example, CSGO hitboxes local vs server are slighty miss alligned, which means you get a hit locally but on the server it does not accept the hit. (3kliksphillip made a video on it) More of a bug than desync i would think.
@CripplingMemeAddict
@CripplingMemeAddict Рік тому
@UCWjHPLdOWjO56sTY1nWV36w Yes but the server can straight up answer your hit back with a "nuh uhhh did not hit" even when you hit, and its not a desync per se
@Napo5000
@Napo5000 Рік тому
As someone who’s making my own game your videos have been extremely helpful. Thank you for such amazing content.
@simplex_5270
@simplex_5270 Рік тому
love your videos man!
@bluebane8422
@bluebane8422 Рік тому
I love the simplified explanations of why I get upset in games lol. Fr though, I can't wait to play your game when it releases. You've tackled some of the main issues I have with a lot of games on your channel and solutions to it as well. These explanations are so useful for someone who spends a lot of time gaming. Thanks!
@Kevinaya
@Kevinaya Рік тому
Enough explaining bro upload a dev log we are waiting
@illyay1337
@illyay1337 Рік тому
Multiplayer coding is some of the most headache inducing code I've encountered. It's like alternate universes trying to time travel and figure out what player gets what benefit. There's almost no clean universal solution that would work for all games. It's like, you just have to figure out how to hack your specific game to work well online. If you look at the original Quake it had all sorts of rubber banding and other issues due to making no attempts to fix any of these issues. Then Quake World was where they added client side prediction and Half Life was based on that. Doom and Starcraft and other games are all PVP and turn based so they didn't have any of these issues. But the slowest connection slowed everyone else down due to being turn based. Also their simulations could diverge if they weren't properly deterministic. TL;DR: Netcode is one of the hardest engineering problems. Forget 1337code dynamic programming bullshit they ask at google. They should ask how you would program Quake 1's Quake World iteration of multiplayer instead and hire you on the spot if you have a good solution.
@oblivion_2852
@oblivion_2852 Рік тому
I agree that simple single client data manipulation (leetcode) is way simpler than multi client communication systems. I've just started a job where there's about 20 services half java half go and I'm always having to figure out what the structure of the data is, whats the lifespan of the context, is it a pipe or a state etc etc.
@CamZambie
@CamZambie Рік тому
I love that he starts with Battlefield footage as an example. So perfect
@stefanmalovic6212
@stefanmalovic6212 Рік тому
Learned so much about video games from this guy
@juno897
@juno897 Рік тому
bro im addicted to your vids
@PURENT
@PURENT Рік тому
Some other cases: - Hitbox flaws. In some situations where the opponent's player model is positioned in a certain way, there are parts of the model where there's a hitbox gap. - Multiple no regs in a gunfight. In a hypothetical circumstance where two opponents meet each other at the same time, react at the same time, with the same weapon dealing the same damage, the opponent with the lower ping will be the winner. The losing opponent will not know that they've lost until they receive that information from the server. What the losing player sees is him firing at the opponent long enough for the TTK of the weapon to elapse (perhaps a few shots can hit depending on how much of a difference in ping there is), and then a duration of the losing player's ping after the TTK where they're still firing shots yet none are connecting followed by the update from the server that they've lost.
@jharju2352
@jharju2352 Рік тому
I'm a lazy doofus who has yet to watch the video, so I'll ask; is frame-based code missing the collision frame mentioned?
@PURENT
@PURENT Рік тому
@@jharju2352 Not sure what you mean by collision frame. Hitboxes? Every frame of the game, or better stated, gametick, the game should be keeping hitboxes loaded. If on some gametick there is a failure to load hitboxes, that's a major problem. However what I'm referring to is the fact that hitboxes are quite literally boxes lined up along the player model, if you shoot and the hitscan trajectory intersects the box, you get a hit. Hitboxes can end up with gaps because a fixed number of boxes can't always accurately encompass a high complexity model, especially when it can twist and bend.
@jharju2352
@jharju2352 Рік тому
@@PURENT Might have been just bad phrasing on my part. Isn't there a possibility that projectiles can 'pass through' the hitbox without collision ever being detected, due to simultaneous issues involving frame-based code and potential framerate and/or tickrate?
@rajamrifqi5764
@rajamrifqi5764 Рік тому
@@jharju2352 it's possible but it's should be very rare since you need to be very (un)lucky to have that happen to you And most of the popular games all have fast server tick rates to prevent this anyway
@natayaway
@natayaway Рік тому
"lower ping will be the winner" this is not necessarily true. i listed a few other methods of resolving desync in another comment.
@sawyerking321
@sawyerking321 Рік тому
Quality content!! Keep it up!!
@samhiggs5155
@samhiggs5155 Рік тому
Idk maybe I just suck at aiming
@boredom9804
@boredom9804 Рік тому
Thanks for the simple explanation bro :D
@savitpawar7049
@savitpawar7049 Рік тому
Love how garbaj gets straight to the point
@thecoolmagnet3785
@thecoolmagnet3785 Рік тому
love these videos
@Premiumonkey
@Premiumonkey Рік тому
Hello Garbaj, thanks for new Vid😁
@uniguy2126
@uniguy2126 Рік тому
There’s also a separate reason for no regs in Apex Legends, where the character model is actually smaller than the hit box making it seem like you hit them but you didn’t. This mostly happens with skins (there was a broken Horizon skin and a few Gibby skins that had this problem), but the one I remember most was the Marble Goddess skin for Wraith in Season 5. Originally because the hit box was larger she would take damage even if enemies didn’t hit her model. Because of that they implemented a hotfix that made the unnecessary part of her hit box larger; the problem with that is while SHE didn’t take any extra damage, if you shot at a teammate slightly behind her the hit box would’ve blocked the shot. Not to mention how it messed up aim assist. But yeah that’s another reason you might get a no reg in shooters.
@rookieman329
@rookieman329 Рік тому
Skins get wins
@pinkliongaming8769
@pinkliongaming8769 Рік тому
​@Thawne I don't understand a single word of that
@akosgeleta7461
@akosgeleta7461 Рік тому
Informative video, thank you
@hurleyman77
@hurleyman77 Рік тому
There are different approaches to this problem. Some games do "server side" registration like you describe. Planetside 2, on the other hand, does "client side" hit registration based on the shooter's view. Wrel did a great video demonstrating this in action, and the surprising gameplay consequences of which way a game decides to go.
@halimaladaf9845
@halimaladaf9845 Рік тому
i am addicted to your intro
@shindig9000
@shindig9000 Рік тому
Dang. Quite the upload streak you've got going 😆
@973sandman
@973sandman Рік тому
Client-prediction Server-reconciliation, there is a lot of documentation (Valve, Gabriel Gambetta, Gaffer On Games), what I have never found explained/shown is how to keep the animations (and hitboxes) in sync after a server rewind in case of mismatch (I'd like to see an example in the worst case scenario), how the state machines of the animations should behave, if and how to correct the physics of interactable objects that had already received a pulse/force.
@SlavomirDanas
@SlavomirDanas Рік тому
I once set up my firewall to mark outgoing packets from my LAN IP address to the ports on the internet I knew they belong to the game server (Steam typically uses ports around UDP/27000) and then employed a qdisc with 300-500ms delay on them leaving incoming packets untouched. It was fun to play on-line FPS games...
@disabledsnail9783
@disabledsnail9783 Рік тому
This legit blew my mind
@impuls60
@impuls60 Рік тому
Turning off the OFF LOADING feature in the pc's network card on UDP protocoll can help with getting less "no regs". The feature offloads the workload from the network cards chip onto the cpu. The bandwith increases but the latency goes up without ever showing on ping, the lagg happens before the ping is measured.. But it feels noticable better turning it off and testing on a good low latency servers. The feature is deep in the network cards settings and I highly recommend players to test it. I've noticed no negatives by doing it. Results are small on a fast multicore cpu but it really helped on my old 4 core. In Pubg people think its server desync but its really often just pc lagg. The steam FPS counter is useless, it showed 120fps and Riva statistic tuner showed the true 0.1% low FPS(when you actually shoot) to be as low as 26FPS! Then I finally retired my old pc. Also going from 100mbit wired to 1000mbit wired shaved off 20ms for me. I can game now with down to 23ms on Pubg servers in EU.
@mytommy
@mytommy Рік тому
i cant find the "OFF LOADING feature" on my ethernet settings? does it have a specific name on intel ethernet drivers?
@RabidChasebot
@RabidChasebot Рік тому
It's really interesting that you chose Battlefield 1 to do this video because it has a very interesting feature in the netcode that I haven't seen outside of this game, although I'm sure other devs have tried it. Basically, after a certain ping threshold is exceeded (~130ms for BF1) you will switch from client-side to server-side hit detection which is exactly as you described. If your ping is too high, you will have to shoot where the enemies actually are on the server and not where they are on their screen. The higher your ping is above this threshold, the more you have to lead your shots. This is to prevent massive peekers advantage with high ping players and makes the game playable but not as enjoyable as playing on closer servers. It could even potentially add another obstacle to the effectiveness of aimbots for high ping out-of-region players but I'm not entirely sure. I think it's a great system that more games should implement as it's a good balance between playability and fairness.
@phee3D
@phee3D Рік тому
back in 2010-2014, I used to play gta sa-mp which was GTA Sanandreas' wildly popular multiplayer mod completely made by the community. Some servers had lag compensation and some didn't and playing in non lag compensated servers became an art of its own, those servers were labelled with "Lag Shot". Basically, each player's ping would be displayed above their heads and while keeping your ping in mind, you would predict their position and shoot and eventually, based on what ping your opponent would have, your brain would develop muscle memory for how much to lead your shots for a wide array of different pings. Weird times.
@TheLiverX
@TheLiverX Рік тому
Everything is absolutely correct. In addition, there is one way to fix issues with unstable network that is used in Overwatch: net driver (either server or client's proxies) can add an artificial delay to compensate for disordered or lost commands, as if it was a buffer. Moreover, in Overwatch the client sends a bunch of commands at once every upstream event, for example the current input or proxy state and 4 before that in one send. Yes, last 4 will be duplicates, but that's the point. If, for example two commands were lost, the next one will fill those holes, and if it is still within the buffer frame, those lost commands won't do anything at all. It takes a lot for mild packet losses to do anything at all, but the downside is, of course, it adds more lag. Here, net driver is the part of the game responsible for network interactions in both client and server, command is some packed instruction/report of a change, proxy is what shown to the client but is not a perfect representation of the original.
@sekki2554
@sekki2554 Рік тому
Very good explained!
@diggy9909
@diggy9909 Рік тому
hey garbaj, keep it up man these daily uploads are really cool! btw are you milk gang?
@Zufftino
@Zufftino Рік тому
New day new lesson from profesor baj
@glattmasmas1485
@glattmasmas1485 Рік тому
little random trivia: when it first came out (and for some years after that) the mod to play gta san andreas online, SAMP, did required you to shoot at where your enemy would be once the data got to your enemy's client. there are even tutorials on how to do this (search on youtube a video called "How to become good in Duels (SAMP)")
@Anonymous-qp5nq
@Anonymous-qp5nq Рік тому
i love your content lol
@jeevil42
@jeevil42 Рік тому
When you ran past that flame trooper kit and died it really hurt
@damongnojek3912
@damongnojek3912 Рік тому
“My stupid shots won’t hit in apex and my science has no answer” love it.
@iwantagoodnameplease
@iwantagoodnameplease Рік тому
I remember playing games back with it was purely server side. e.g. Quake and Half-Life. So in those games if you saw a running enemy you had to shoot infront of them to account for the ping delay, and if it was a slow firing rocket you'd have to account for that as well. This meant that people with good connections (
@oliverpohlproductions8291
@oliverpohlproductions8291 Рік тому
Oh...I was always confused when I ducked in a trench as someone was about to snipe me from across the map then PING a headshot. thanks for clearing it up.
@catcloudbox724
@catcloudbox724 Рік тому
spy has taken multiple years of my lifespan, from stress and anger. I will die younger
@quibster
@quibster Рік тому
the positions of players you can see can be dependent more on your own connection (or even framerate in some games) than on serverside maths. depending on whether the hit calculations are done on the client, or serverside, or both. different games have different bandwidth requirements to play smoothly. for example, a level of lossy or subpar connection is acceptable and compensated for on the serverside, but may cause a players position to fluctuate on the clientside, as each game will deal with this networking problem differently. my understanding is that the information is broken into packets, every player in the game is being sent the same information but may either, receive a complete packet but at a different time from another player, or a player may receive an incomplete packet. otherwise, assuming the networking software is not faulty, every player should be receiving the right packet at the right time and the game should not appear to be desynchronizing. it is important to add everyones connection at home has a certain level of stability that is independent of its speed, which is also a part of the problem. basically turn on net_graph 3 in a multiplayer source game for a lot of insights.
@rarwexe
@rarwexe Рік тому
Love my daily dose of gaming science :)
@whatdoinamethis7963
@whatdoinamethis7963 Рік тому
something similar to this was I was playing sniper elite 5 a little bit ago and a enemy player was shooting me and doing damage, but he was aiming at where I was about half a second ago
@weth3844
@weth3844 Рік тому
*begins talking about no regs* me: *Ark flashbacks where it happens even in singleplayer ALL THE FCKING TIME*
@sparky5817
@sparky5817 Рік тому
As a sufferer of bad internet I have learned to deal with the fact that I will be behind a 12’ thick reinforced steel wall and still managed to be hit, it’s not a choice, it’s a lifestyle
@Definitely_a_Fox
@Definitely_a_Fox Рік тому
After recently looking into how online games are made (the utter basics lmao), yeah, this is kinda what I expected.
@coolman1601
@coolman1601 Рік тому
In csgo it sometimes was also caused by the hitbox not lining up properly with the actual player model.
@watchpointoh3354
@watchpointoh3354 Рік тому
Thanks for explaining why I've been killed when I can't even see the enemy who's shooting at me.
@SirPaws
@SirPaws Рік тому
this is also it occassionally feels like you've been shot through a wall when you run around corners
@bananaplanes4966
@bananaplanes4966 Рік тому
For any dead by daylight players, this issue was especially common before servers were made. Back in 2016, the game ran client sided on the killers connection (aka the killer's PC acted as the server). At any time during a chase, the killer can unplug their internet or cause more lag in order to have thr survivor lag and keep the game trying to predict where the survivor would be going (which was basically always just a straight line). This would effectively allow the killer to just walk up to the survivor and smack him for free while on the survivor side, it would appear like you just got downed instantly. Now since the game has actual servers, as soon as the packets are sent, you are teleported to your last known location and any actions you have done are reversed and ignored for both sides. Along with the small delay that just comes with online games by default, that's possibly why as a survivor you got hit waaaay past the window after vaulting or your hatchet throw as huntress just seems to pass right through the survivor.
@WatermelonEnthusiast9
@WatermelonEnthusiast9 Рік тому
I like to imagine their just that guy who takes a shot to the head and lives to tell his grandkids
@mode3763
@mode3763 Рік тому
This happens a shit ton in Rocket League. I can see and hear my car hitting the ball, but on the replay, a miss.
@Michal_basketball
@Michal_basketball Рік тому
Garbaj when your game gonna realease
@DaniPaunov
@DaniPaunov Рік тому
here's another way no regs can happen: in csgo, shot inaccuracy is calculated client side and server side these will almost always differ and in some cases you can end up with the client side shot hitting (you see the hit) but the server side shot missing (you deal no damage) and I'm not sure if this counts as a no reg but if you shoot and die very shortly after, you might hit the guy client side, but you don't hit server side because your shot never fired there, because you were already dead when the fire action reached the server
@theonlymann1485
@theonlymann1485 Рік тому
idk if you have talked about projectile versus hitscan in FPS games and its benefits and tradeoffs- and clientside and serverside hit registration. also, if you can can you talk about large amount of player games(bf2042 could count i guess, looking at planetside 2 though) and how you think the packet stuff is handled on certain games to reduce lag on these kind of multiplayers, since some games like tf2 suffers from extended playercount server.
@tredbobek
@tredbobek Рік тому
Another one to consider (happens a lot in Siege which uses server side validation): if you shot someone in the head right before you died, your shot might get refused because on the server you already died, the other guy shot you (and sent that info to the server) sooner
@mrb1378
@mrb1378 Рік тому
it feels like a coincidence that you post this video after punch upload on about no reg in apex
@Singingnoob-3minutesdirty
@Singingnoob-3minutesdirty Рік тому
There was once a server glitch in halo 5 which confused the server on the enemies location if they paused their game. This made them teleport mid gunfight and the server has a brain fart. Anyways great breakdown garbaj
@bernardvezina-gagnon24
@bernardvezina-gagnon24 Рік тому
it happens all the time in Overwatch , its really frustrating
@Nekroido
@Nekroido Рік тому
I love noregs of projectile AoE abilities in Overwatch
@CturiX.IREALLY
@CturiX.IREALLY Рік тому
the only alternative ive seen were fr web browser shooters like Uberstrike. The damage was processed as definite whether the character was there or not, your end hit them, so they will feel it regardless. This gave some unfair advantages with high ping players or bugs where the player models never synced from where they spawned, so the victim would just die every few seconds. I still see this method as an alternative for smaller titles, perhaps.
@alexandermeneses5688
@alexandermeneses5688 Рік тому
There have been some bugs for example in CSGO, if I recall correctly it went something like this: Under certain conditions, a player could stand up and rotate the character a bit, but somehow the hiboxes would not rotate to match the character's model. This ended up causing tons of instances where you would shoot an enemy at point blank, seemingly right in the head, and the enemy would not get hit. I believe some people actually discovered how to use it and triggered it to troll people, fun times.
@TheWalker_SWMF
@TheWalker_SWMF Рік тому
especially in SOME games you will be behind cover for a full second and still get hit
@blackmail2459
@blackmail2459 Рік тому
Minecraft actually has a quirk with its projectiles where while they’ll be present on screen while in the air, the damaging aspect of it will disappear and reappear at some ticks long intervals
@nojukuramu
@nojukuramu Рік тому
In PUBG Mobile back then at its first year of release, there was a bug where when you disabled your internet connection, you can shoot enemies. Then when the internet cameback, all hits will be registered and you will kill the enemy. I think this happens because hit regs happens to your client and sends the information of how much damage you made to the server. The solution they made to this was to disable touch screen and put a loading icon on the middle of the screen until the net cameback. But players found out a way that when you got a cellular data with very slow internet, you can play even if the enemies are not moving. And the fluctuating internet will be the chance to send the hitreg to the server. They fixed that already when people started abusing it
@iwan0t0smith
@iwan0t0smith Рік тому
Sauerbraten had an interesting solution to this. If you hit another player, then it was always counted. This lead to lots of cases where two players would kill each other due to latencies in processing player actions.
@aqua-bery
@aqua-bery Рік тому
I didn't even know what "no reg" meant until now. But yeah if knew and I would probably guess it's lag
@emmanuelcastanheiro4947
@emmanuelcastanheiro4947 Рік тому
This is why on vangaurd u feel like u get instant killed all the time then u watch the killcam and the guy was shooting at you for a long while, but on your screen it was in a blink of an eye
@seanlinder4086
@seanlinder4086 3 місяці тому
This might be why sometimes I die unnaturally fast in Contractors or take others out unnaturally fast as well, sometimes.
@KingsNJenssons
@KingsNJenssons Рік тому
overwatch from what i remember does the regs on client side than server side at least back when i played it and alot of people complained about that as they would die behind walls and etc
@dewe6037
@dewe6037 Рік тому
i swear i have getting so many no regs today. makes sense since the wifi was sketchy today
@berryhops
@berryhops Рік тому
I feel like you've experienced a lot of noregs lately and is why you made this video :P
@jumpingtheory
@jumpingtheory Рік тому
i think server tickrate also has a huge impact on how big these desyncs can become. games like valorant with a high server tickrate dont often have these issues while games with a super low tickrate like pubg and many other br games can have desyncs up to half a second or so
@SioxerNikita
@SioxerNikita Рік тому
What? Unless PUBG has a tickrate of 2 per second, the tick rate there is essentially irrelevant. If the tick rate is 60/s the you can have 60 resync attempts in a second technically ... Also comparing Valorant and PUBG is also kind of silly, since A) Fewer players in one match B) Smaller maps C) More instanced server system. So no, slower server tick rate will not have desync issues of up to a half second. If anything it would be other compromises in the code.
@jumpingtheory
@jumpingtheory Рік тому
@@SioxerNikita from what i remember pubg has a tickrate of 20tps which is for sure low enough to have a noticable impact but yeah a lot of it is probably also gonna come from other issues the game has
@SioxerNikita
@SioxerNikita Рік тому
@@jumpingtheory it wouldn't lead to 500 ms desyncs. 20 tps is the same as MineCraft, and MC doesn't have the same desync issues. So no it likely isn't really particularly the reason
@theodorebear6714
@theodorebear6714 Рік тому
I figured dark gamer wizards were cursing me
@givemerage1848
@givemerage1848 Рік тому
Sometimes because of high ping the bullets you shot get back to magazine sane as movement correction done by the server (which you talked about in an earlier video ). It sucks more
@drcoldblooded1344
@drcoldblooded1344 Рік тому
every time you shoot an enemy,The server ''it's rewind time''.
@reggiep75
@reggiep75 Рік тому
From the old days of playing on dial-up, there were dozens of timing issues that caused gaming anomalies and people were called cheats for little to no reason. It was simply the internets fault as people weren't smart enough to read up on how gaming client/servers worked and the timing issues/anomalies of running on phone lines resulting in pings of 500-999ms, as opposed to fibre optic/coax connections that vastly reduced it and improved things.
@SONNENKVLT
@SONNENKVLT Рік тому
Yeah look how it improved for games like Escape from Tarkov with their coal powered servers
@reggiep75
@reggiep75 Рік тому
@@SONNENKVLT - Citation for coal powered servers, needed.
@deadwhitedragon9751
@deadwhitedragon9751 Рік тому
Fun fact: You can easily tell when you get a melee no-reg in tf2 because it locally plays a sound when hitting anything, but waits for the server to play a proper hitsound. This also results in very delayed hitsounds when you have high ping.
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