Why haven’t windows been fixed yet?
So Iv played this game for a few years now, and I’m getting tired of being hit after a successful fast vault… like why is this still happening?
Comments
-
Isn’t that an issue of latency/lag? If so it’s because it prioritizes the killer’s connection/perspective. So if on the killer’s screen it looks like you were hit, even if on yours it looks like you cleared the window & were outside of hit range, you will get hit. I heard that this works for survivors when it comes to like hook and Gen grabs but I don’t really think that’s true.
2 -
Yeah it's latency. That's why VPNs are becoming more common, it gives killers a slight advantage when they play certain killers.
0 -
It is a latency issue.
So the killer and survivors are not in perfect sync with each other. All of our individual clients send data back and receive data from the dedicated servers. The server needs to interpret these multiple "realities" of data and try to give back the most reasonably compromise of the actions taking place. So say you're fast vaulting over a pallet or through a window and the killer swings at you, the server needs to quickly see which of these actions has priority. From what I understand in most situations it goes with the outcome that hits the server first unless they both get there around the same instant in which you it tries to give a compromise result.
So the compromise usually ends up being hit during/after successful fast vaults and pallet stuns. It also goes in the other direction when killers will hit a survivor, get a blood effect and scream, but the survivor doesn't go down or a seemingly perfectly lined up grab ends up just being a hit or a total whiff. That's the server trying it's level best to make a "fair" result due to the differences in latency.
1 -
I think BHVR (Peanits specifically) recently said the hit validation latency prioritizes the killer’s perspective. So there shouldn’t be scenarios when it looks like a killer got a hit with those effects yet the game doesn’t recognize it as a hit. I guess maybe it happens but it’s not supposed to.
0 -
Its a latency issue combined with hitbox desync. While running, a survivors hitbox lags behind them a little bit instead of surrounding the majority of the model.
This is even more severe while injured, because the survivor is bending over making the hitbox appear to lag even more. Combine this with latency and we get a deadly cocktail of BS hits. They should really line the survivor hitbox up with the animations better, to avoid situations like this:
in this screenshot, the survivor hitbox is further behind steve than it appears. And huntresses chonky sideways hitbox extends about as far as the circle around it. Which leaves a tiny distance thats the fault of ping.
The hit would still look absurd, but at least it would technically be correct because of the hitbox desync. The same principle applies to killer m1. The hitbox extends basically just as far as the hit animation... but the survivor model is desynchronized with the hitbox. Throw in the injured animation basically making the hitbox a whole meter behind you+ping= visually unfair hit, even though technically it was correct. BHVR needs to synchronize the survivor model with the hitbox better.
2 -
Simple answer: They can't fix it. It's latency.
0 -
Windows/Vaults are getting worse lately for me. I'm constantly getting grabbed when I've cleared the window and my feet hit the floor on the other side. This allows the likes of Wesker to get some BS hits in. It's not my Internet cause it isn't every match but it's definitely happening more.
2 -
The worst of these are when you vault a 2nd story window and get hit while halfway down the drop.
1 -
The game hasn't had hit priority on killers for years at this point. It uses server-side hit validation to determine hits. Basically, both you and the survivor are not seeing the actual state on the game, the server is. So for example:
X = killer
O = Survivor
<> = max killer attack range:
Killer PoV:
X -------- O<> ---------
Survivor PoV:
X ------- <>O ---------
Server PoV:
X ------- <O> ---------
The killer makes a "hit" on their side, this information is sent to the server, which then checks the survivors position on the server side and determines if the hit is close enough. If it isn't, the killer's hit will get "validated" and the hit will be rolled back.
The reality is, due to the internet, latency, ping and servers this will often appear to look wonky at times depending on the side. There are plenty of times as a killer where i feel like i should have landed a hit and i didn't, and even times where i feel like i should not have landed a hit and i did. Just as when i play survivor i feel both situations can occur as well.
The majority of the time though, look at it like this.
- The killer is often closer than they appear to a survivor
- The survivor is often further than they appear to a killer.
This is just due to the asymmetrical nature of how the game works. Think of it like mirrors on cars.
Lets say the killer and survivor are at a standstill 32 meters away staring at each other, and they both have 100 ping.
The killer starts walking toward the survivor, this takes 50 ms (ping is a round trip, so half your ping) for the killer's info to be sent to the server. The server than processes that information, and sends it to the survivor, which takes 50ms. This means that the survivor won't see the killer even starting to move for 100ms. Which means that the killer is actually 0.46 meters closer to them than it appears they are. So now the survivor starts running away, this takes 50ms to send to the server, and another 50 for the killer to see it. So now on the killer's screen, they moved for 0.92 meters (200ms) before they actually saw the survivor moving. So the survivor is actually further from them than they appear.
This is why the server is and should be the source of truth for these things and why hit validation exists.
0