Server hit validation could not come sooner

I've had 1 game (no exaggeration) in the past month where hits made sense. Every other game had crazy hits where I get downed from another continent. I'm so excited for server hit validation if it works, because then I can actually enjoy myself while playing this game

Comments

  • You do know that by adding server sided hit detection it will add more delays and make the standard lag that much worse?

    As it is now. Killer lands a hit, tells server, server tells Survivor. So the Survivor gets told he took a hit in roughly double his ping. If your ping is 60ms normally, expect total lag to be at the very least 120ms or raw data travel. Add in data processing and the true lag will be worse depending on your PC, the Killers PC, and the server.

    With server side hit detection data travel will remain the same, but data processing will take longer.

    Killer flags he landed a hit and tells the server, server then figures out if it is a legit hit or not, THEN the server tells everyone the hit landed or not. The added processing time wont be that long (no more than 5-10ms at most) but it is another step data has to go through, another possible failure point, another delay added between communication, and it will add to the standard of lag making lag in general that much worse.

    And that is just for Survivors. Killer on the other hand will suffer massively as if the server decides to cancel the hit for any reason. Be it Killer ping, Survivor ping, or something going wrong. The Killer will go into his weapon wipe animation and slow down just to have the attack canceled.

    You know how grabs are wonky and fail for no reason but still start the animation and leave you blue balled? Expect that for standard attacks.


    Using servers to fight lag is HIGHLY counter productive as by the laws of physics servers can only add to lag due to needing more travel and processing time for data flow.