FRAMES PER SECOND |
FRAMES PER SECOND |
Apr 25 2008, 07:43 AM
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#41
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
heh nice skuta
As for the hitboxes the easiest way to imagine it is to think of your player animation mooching visibly round the map, while the invisible hitboxes (being 5 rectangles in the rough shape of a guy) trailing the animation around. All animations that you see are generated on your computer only, while hitbox locations are sent flying to the server and back. (causing lag) The reason for this is that its easier to transmit coordinate location of a bunch of boxes than it is to transmit the entire state of a complex animation. So obviously animations generated locally on your computer are not subject to lag unlike the hitboxes which technically always trail behind. So bf2 tries to compensate for this - the amount (based on ms) is the time it artificially moves the hitboxes, so technically the animation (that you aim at) and the hitboxes (that register your hits) should be as close together as possible. Origianlly dice intended this setting to be dynamic and change according to your ping, in reality they never got round to it and set it at a generic 100ms. A youtube video demonstrating dodgy hitboxes -------------------- |
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Apr 25 2008, 10:32 AM
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#42
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
lol the hitbox's are awful, but i always used to shoot people in upper torso region any way :s
so before i editted my text file i was shooting people wrong, ROFL -------------------- |
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