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what does lag look like on the killer's side?

stvnhthr
stvnhthr Member Posts: 777
edited January 2021 in General Discussions

Lag is still the elephant in the room, it decides if a game will be fun or a painful unfair experience. When a game is lagging hard (survivors have to wait an extra second for every prompt and then another second for every action) what does it look like to the killer?

For instance on my screen I see killers get impossible hits, around corners, through pallets, survivor vaults and is running and the killer swings from 5m away and takes them down, you try to heal someone and get no prompt, you wait a second start to heal them and it stops, you heal someone 100% walk away and they go back to being 90% healed, you hit a great skill check on screen but the gen registers it as a miss and blows, you are running and suddenly you are somewhere else on the map, you just get stuck and can't move, etc. There are hundreds of little lag glitches. Does a killer's screen show a regular game or can they tell it is fubar'd?

Comments

  • Zeus
    Zeus Member Posts: 2,114

    I've had some weird hits through pallets as killer but nothing too crazy or anything close to what survivors see.

  • Trashmaster
    Trashmaster Member Posts: 357

    It looks about the same to the killer, survivors teleporting around is more than slightly bothering

  • gatsby
    gatsby Member Posts: 2,533

    Survivors teleporting. Also, when a Survivor is laggy they sometimes have a 3-4 second delay when you try to pick them up

  • stvnhthr
    stvnhthr Member Posts: 777

    Is it possible from a programming perspective to create an algorithm which recognizes the lag and adjusts the game accordingly?

  • HectorBrando
    HectorBrando Member Posts: 3,167

    For me Killer with lag is a lot like permanent Dead Hards, you going to attack and the victim blinks and either is a miss or ends in the ground, 50% chance or so.

  • JPLongstreet
    JPLongstreet Member Posts: 7,141

    What you describe is a combo of lag and latency mixed together. Usually hits look legit from the killer's perspective, but yeah I blurt out "that actually hit them?" far too often.

  • Hyd
    Hyd Member Posts: 379

    Of course, this is basically what "hit detection" refers to - it gives priority to whoever has the stronger connection to determine whether a hit is valid, or whether it'll be a miss instead. As far as solving the exact issue of lag you're referring to goes, the problem is, by the time there is any sync issue detected between the Killer and the Survivors, well, it's already happened hasn't it? The game is running in real-time, you can't delay it or slow it down to give your system time to correct it, then feed that correction back to the players. You know how sometimes players in game teleport suddenly from one position to another? Or are running into walls and trees seemingly afk, and then teleport somewhere else? Yeah, the result would look like that, so you're basically back at square one - first the lag itself was the issue, but the correction looks just as bad as the lag.

    So, you can't really program your game or your servers to prevent it from happening, you can only tell the system how to handle it once it has already happened.

  • Hyd
    Hyd Member Posts: 379

    Hard to know if it's "lag" but for me, I've experienced a number of occurrences where I seemingly "bounce" off of Survivors when going for a hit. I've got recorded footage of it somewhere I'll try to find but basically, imagine me chasing someone, I'm right ontop of them (so this isn't a lunge range thing where I just barely missed them), I attack, and it's like they have a force field around them and I just sort of bounce off of them. It's actually really similar in feel to when you slash an obstacle and you're stunned for half a second, it's like that, but wide open on a Survivor's flesh which I should have slashed through lol.