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0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-08 07:33
by Pureevil
Hello and thanks for this awesome mod. I haven't tried Falkand Islands' new Deviation settings but in regular 0.97 I usually have no problem hitting targets when my ping is below 50, but as soon as I reach 100 (Many players in the server) It gets really hard to register hits on moving targets. It is not that I don't understand the timing on the weapons but when I previously would hit them I just don't anymore...

In regular BF or FH2 with 100 ping I can still hit targets so maybe this related to all the calculations for the custom deviation being done? I am just wondering if this was tested/asked before.

Thanks

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-08 10:09
by Predator.v2
Hello Pureevil.

Funny that you experience increased difficulties hitting targets on 100ms, as the BF2 internal hitbox interpolation runs with a default value of 100ms.

Your problems hitting targets in PR in comparison to BF2 or FH is indeed based on the deviation. But to our knowledge it is not "bandwidth" related. It is simply the fact, that your bullets gonna spread way further than on other games/mods.

You should check this post, which explains the very details of the deviation (in this example for rifles).

common rifle deviation block:
ObjectTemplate.deviation.minDev .333
ObjectTemplate.deviation.setFireDev 1.4 .7 .023
ObjectTemplate.deviation.setTurnDev 2 .15 .15 .05
ObjectTemplate.deviation.setSpeedDev 3 .02 .02 .02
ObjectTemplate.deviation.setMiscDev 20 20 .15
ObjectTemplate.deviation.devModStand 1.5
ObjectTemplate.deviation.devModCrouch 1.0
ObjectTemplate.deviation.devModLie 0.9
ObjectTemplate.deviation.devModZoom .3
Summary:

Server framerate related (30fps at this example, though 25 might be probably better), these gonna be your settletimes:

Singleshot: 1s
After fullauto: 2s
After moving: 5s (1s for each 1s moving)
Turning: 1.3s
Prone/Jump: 4.44s

Remember that some deviation values will be significantly higher than others (max deviation). For example, going prone will give you a HUGE penalty on your accuracy, which is ~6.66 times higher than the maximum movement deviation.

After you get used to these numbers and gathered some experience with the pr deviation it gets way better, trust me. I am from germany, but my clan (and me) mainly play on the american "CIA" server, where i have a average ping around ~130. And with all these numbers in my head, i have absolutly no difficulties hitting targets (up to the limitations of the general pr deviation ;) )

Hope i could help you.
Pred

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-08 17:32
by Arnoldio
Wot, Falklands have Rudds deviation?

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-08 18:11
by ghostfool84
Seems so:

New Features and Changes

The Project Reality: BF2 Falklands addon contains a number of new features and is fully packed with two new factions completely outfitted with 17 new weapons and 12 new vehicles. The Falklands map provides great terrain for ground battles as well as aerial dogfights and features an extensive playing area (8km x 8km) that will offer players endless hours of realistic, team oriented gameplay.

While this is only the first release of PR:BF2 Falklands, the addon contains an extensive amount of tweaks and gameplay changes including improved jet physics, new weapon deviation settings, plus more! For a complete, comprehensive list of all the new features and changes in PR:F, please view the following forum thread:

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-08 19:40
by Pureevil
Now that was an answer... no wander why PR got so big... it has one of the best communities I've ever seen in a game.

Thanks Predator.v2 and all the others, it is nice to see so many profesional people taking a mod so seriously and it shows!

Cheers

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-08 20:44
by Predator.v2
Arnoldio wrote:Wot, Falklands have Rudds deviation?
These are 0.973 not PR:F numbers.

@Pureevil:
Welcome to the PR community. ;)

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-08 20:55
by Rudd
Arnoldio wrote:Wot, Falklands have Rudds deviation?
the deviation being worked on is a team effort

I got the ball rolling a bit, but now its K Rivers and Predator doing the lifting; and doing a good job at the same time.

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-08 22:40
by Walmarx
If the Falklands deviation is a sign of what's to come, CQB is going to be much more brutal. Seriously looking forward to it!

On topic though, I have definitely noticed what Pureevil is talking about, and I don't quite think he meant PR's innate deviation mechanic. I simply do not play on European servers, because of the impact the 150 additional ping have on my accuracy. Even on US servers, with an average 50ms, hit detection can be extremely flakey, but that's just the nature of the beast. At 150-200ms+, any target beyond 30m is quite difficult to engage, as the lead distance seems to increase relative to ping.

It makes sense really, It has always blown my mind that shooters can even exist; if you think about it, we are firing imaginary bullets across hundreds of miles in fractions of a second! So it naturally follows that in crossing oceans and continents, things might slow down somewhat.

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-09 10:58
by Predator.v2
It is the combination of the BF2 server sided hit detection plus the increased deviation of PR.
For example most guys doesn't even know, they actually have to aim a little bit behind a moving enemy on a low ping machine (10-40) and to lead ahead on high ping ones (generally at BF2 with default settings).

As i said BF2 (and PR) interpolates its hitbox system with the consideration of a 100ms ping. That means, if an enemy is moving on your screen, his hitbox follows him with 100ms delay (to put it simply). Now take into consideration, that PR bullets gonna spread further than Bf2/FH ones and you will understand.

It is definitly not the problem, that PRs deviation is bandwidth heavier than BF2s deviation, as PR simply got different numbers but the same deviation system.

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-15 07:22
by risegold8929
When you join a server, and you have high ping (espically useful for Aussies & Kiwi's playing on US servers) or even low ping, you can bring up console using "~" and then enter:

Code: Select all

SettingsManager.floatSet GSDefaultLatencyCompensation 0.X
With "X" being your Ping/1000
E.g. I have 73 ping on the BigD Aussie server, so I enter:

Code: Select all

SettingsManager.floatSet GSDefaultLatencyCompensation 0.073
Since I usually average 173 ping on the ]CIA[ server, I use:

Code: Select all

SettingsManager.floatSet GSDefaultLatencyCompensation 0.173
With the default BF2 compensation set at 100 ping, it is understandable why you can hit targets easily when you are near 100 ping as opposed to -50.

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-15 11:02
by Predator.v2
There have already been discussions about this back in BF2 Vanilla and i think it turned out to be a placebo. It seemed to work in earlier versions until a certain patch.

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-17 04:50
by risegold8929
Predator.v2 wrote:There have already been discussions about this back in BF2 Vanilla and i think it turned out to be a placebo. It seemed to work in earlier versions until a certain patch.
Yeah, I wasn't too sure if it still worked but I posted it anyway just in case. I am sure I remember reading something about EA or DICE saying that BF2 registers what you hit on YOUR screen and not where that person is on the server. Better safe than sorry. :razz:

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-30 01:22
by Truism
risegold8929 wrote:Yeah, I wasn't too sure if it still worked but I posted it anyway just in case. I am sure I remember reading something about EA or DICE saying that BF2 registers what you hit on YOUR screen and not where that person is on the server. Better safe than sorry. :razz:
If Dice said that, they lied. There's overwhelming evidence that client side interp doesn't match the server side hitreg.

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-10-31 21:22
by Conman51
Best example i have seen about BF2 hit detection

BF2 Hit Detection Test - YouTube

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-11-01 06:17
by KiloJules
^ music by BMG...bla bla bla... can't watch it :( ***-hat country of mine!

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2012-11-13 12:44
by kangaroo
never mind.

Re: 0.97 Projectile Deviation Bandwidth heavy?

Posted: 2013-01-30 03:56
by JackGZaitsev
risegold8929 wrote:When you join a server, and you have high ping (espically useful for Aussies & Kiwi's playing on US servers) or even low ping, you can bring up console using "~" and then enter:

Code: Select all

SettingsManager.floatSet GSDefaultLatencyCompensation 0.X
With "X" being your Ping/1000
E.g. I have 73 ping on the BigD Aussie server, so I enter:

Code: Select all

SettingsManager.floatSet GSDefaultLatencyCompensation 0.073
Since I usually average 173 ping on the ]CIA[ server, I use:

Code: Select all

SettingsManager.floatSet GSDefaultLatencyCompensation 0.173
With the default BF2 compensation set at 100 ping, it is understandable why you can hit targets easily when you are near 100 ping as opposed to -50.
Man great tip here! many thanks mate!!!