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projectial invalid issue#487

I hate it when I hit like 6 shots on someone and they all just say projectial invalid

a year ago
5

That’s because either you or them have high ping.

a year ago
13

i would like to see improvements to lag compensation and hit registration.

a year ago
8

it’s due to your connection to the server and where the server is reading you compared to your enemy. im not really sure how they could fix this but it’d be nice to see the amount of invalids at least less frequent

a year ago
4

I can have 32 ping to a server and still get two or three horizontal trajectories, its not just the connection.

a year ago
4

I even got atack_cooldown on an AK which i find stupid.

a year ago
1

Good idea, but it isnt something that can really be fixed, it is usually client sided

a year ago

No it’s something that can be fixed, too many games that had hit registration issues that are fixed, yes connection/client/server issues are a huge thing, but it’s able to be fixed via update. Many multiplayer games do this (talking about those with a non dev held server, more so a user controlled server) just fixed by updating the client themselves. I get this with servers I get with 12 ping, 0 packet loss. Should never happen, even if they have bad ping, no excuse.

a year ago
3

Please increase the server polling rate and the client command rate to 1000Hz. Also allow an increased custom server tick and physics tick rates. These 2 need to be increased together to reliably handle hits together with player motion. The absolute minimum would be around 120Hz, but 200Hz would be preferable as it allows for a lerp reduction to 5mS (the current physics step can go down to 16Hz, and lerp is usually fixed at 100 mS regardless of client latency and performance)!

Unfortunately, players with any possibly advantageous ping (>10mS) would have to live with the invalidation of any and all of their clientside “hits” which are disputed by the server.
This is almost certainly the reason why Facepunch hasn’t fixed this yet, as failing to punish those with even moderate pings of 33-67mS would incentivise cheaters to exploit this for a massive 1-2 frame advantage at the 30Hz tick rate.
The reason for this is a simple consequence of there being no possibility (not even theoretically) of being able to identify a difference between the ‘normal’ varying internet latency and packet drops (especially with people being allowed to play via wifi) and the deliberately inserted latency / dropped packets (to either get a projectile invalid on you, or just to make the serverside lerp compensation ‘think’ you have a higher ping than you actually have, again usually set as the average of 12 ticks, and then quickly switching it off when you’re ready to shoot or you hear someone coming around a corner, etc)

I would suggest allowing custom servers to increase their tick rates and to also add a seperate lightweight thread clientside, which would run at a minimum of 1000Hz, that the player’s viewport can simply poll at the current frame rate for world state information. The server should also keep a value of packet drops and maximum non-dropped latency for each client, that it will then use to determine if a client should have an increased lerp and invalidated projectiles if, for example, any packet has been dropped or if the client’s latency has exceeded 10mS.

8 months ago
2

“projectial”

8 months ago
1
D

i think once a projectile is in the air even if you die it should count

7 months ago
1

what?, previous comment did not pass the minimum redaction bar

7 months ago
Changed the status to
Rejected
4 months ago
1

Moving to rejected - We’re contantly changing and improving the underlying issues with issues related to projectile rejects.

4 months ago
7

Sloppy devs can’t code

16 days ago
K

imagine trying to blame devs for your shitty internet

5 hours ago