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No kill no damage AGAIN#661

B

Revisiting with absolute video evidence an issue you guys keep denying. Shot EI point blank twice with garand. No kill, no damage.
As I keep telling you guys, some hits just don’t seem to register. Not just infantry, but all aspects of the game.

8 months ago
L

I agree the game can definitely be jank. The first shot barely missed and hit the tank trap. The 2nd shot I am unsure it isnt clear in the video, it looks like you were on target for it.

After the recent patches where they worked on smoothing code, do things seem to be better/same/worse or unsure?

8 months ago
B

The ‘you must have missed’ line is growing tiresome. If you freeze frame, the first shot was right in the belly button and the second shot is just above the right hip. The tank trap is behind him, so the bullet would have to pass through him to hit it.
What’s mostly egregious is that no damage was sustained at all.

I haven’t noticed much change in smoothing. In some cases its worse, some its better. The same laggy players are still laggy.

8 months ago
H
Changed the status to
Reviewing
8 months ago
H

@beny3, I think that there are a couple of things that you need to take into consideration that unconsidered are leading you astray.

1) In REAL LIFE™ (analog), many things can happen instantaneously both visually and physically like say the firing, recoil, and muzzle flash of a rifle, where in VR (digital), things have to happen in a progression. In the rifle example, where in REAL LIFE™ there is no screen rendering or frame rates to deal with, in VR there is.

2) So in VR Land©, while you are seeing whatever is needed to be rendered for you in the “current” frame ie: where your gun is “currently” pointed, the code and physics are running along in the background (unseen) calculating ballistics and stuff that will need to be rendered for you in the next (like say muzzle flash and recoil effects). Meaning the results of whatever the code and physics are doing during the current frame you see, cannot be displayed until the “next” frame is being rendered.

So in the case of firing the rifle, you cruise along visually seeing whats going on in VR Land© frame after frame after frame up to the current one, which is what you are using to see where you are, where the other guys is, and to aim. You aim, you fire. But from the beginning through the end of the frame that you pulled the trigger, while the ballistics is running along doing its calculations from what you see, there is no way to visually render the muzzle flash or start the rifle recoil effect in that frame. It has to wait for the next frame being rendered. Unfortunately there is simply no way to get around this, and unfortunately I’m pretty sure you are using the muzzle flash positioning to determine what you think you hit (which was up to a frame late) as opposed to where the rifle was pointing when you pulled the trigger.

You said “If you freeze frame, the first shot was right in the belly button and the second shot is just above the right hip.”

What I see, is that while you are swinging the rifle to the left from the center of the door frame, in the frame you made the first shot, you fired early just to the right of the guys left hip. Because of his movement and yours, when the next frame comes along where we can render the muzzle flash and run the rifle recoil animation/physics, the rifle WAS pointed at his belly button. Its just that thats not where it was pointed when you pulled the trigger and the ballistics started running.

Same with the second shot on the other side. On the first shot, AFTER the effects start being rendered, look at the “puff” cloud, but moreso at the sparks flying. Those come from the impact point and point back to it. There is like four of them from the first shot. I drew lines from their positioning and orientation back to the left paying attention to where the four lines intersected. On my monitor, that was about 35mm straight down from the topmost point of the tank trap. As you can see in the frame when those sparks first appear, the German soldier has not yet moved his body into that line running from the top of the tank trap straight down where the spark lines converge with each other.

On your second shot, the sparks point straight down, but I contend using the same “spark ray tracing” as I did on the other side, it looks comparatively the same (just opposite rendering) in both instances, too early on the first shot, and too late on the second.

Anyway, I hope understanding the 1 frame delay from trigger pull to visual firing effects (muzzle flash, recoil effect) helps you better understand why you might be misinterpereting whats happening in fast ones like this…

8 months ago

Thats a very polite way of calling it a skill issue hatch

8 months ago
T

@beny Not sure you have tried this yet , but go into Training and have one player Allied and the other Axis and try shooting at each other to see what happens . Switch back and forth to see what the differences are etc .
Just a thought

8 months ago
H

Lol! I guess it could be considered a skill issue that he missed, but I wasnt commenting on that so much as trying to help him to be aware of how he could have possibly missed when he thinks he didnt, so that with better understanding of what he is seeing, he can hopefully better investigate whats actually happening and stop blaming it on the game every time hes on the losing end of a close one like that. (Note: this does not include the explosion/hulk no kill recording that we ARE aware of )

8 months ago
O

I just looked at the logs and i did not see any server connection issue with each player at the time the video was made.
Did you look at the AAR to see if you got a hot on him? Maybe you got the hit but not a kill?

8 months ago
H

@Ohm, If your talking about beny, there was no kill because there was no hit. He was just sure there was because the next frame after he fired had the gun (and therefore muzzleflash) pointing at the Germans lower abdomen, but that wasn’t where it was pointing when he fired the weapon. That’s what the slowed down film and spark tracing illuminated. And that split second of time between the frame he fired and the next when the flash and recoil went off is what made him think otherwise. My long post with the video was intended to explain how what you would see in RL can be different than what you see in a sim because of the dependence on rendering with successive frames.

8 months ago