Battlefield 3 thread - Server details in opening post -

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If pb+realtek would stop hardlocking my pc I would so be down for promod mix. :D

I don't mind promod really apart from when it wants to download a bazillion different files every server i go on. Don't think I ever had it set up properly tbh :rolleyes:
 
its already been posted elsewhere how it works in BF3.

The client tells the server if you hit the person or not, unlike in other dedicated servers where the client sends a packet and the server decides if the shot hit or not.

DICE say the server validates if this is right or not, but it obviously doesn't work, which is why the hack came out allowing hackers to kill everybody on the server instantly with a med pack in their hand.

No, your client will determine what animations etc to use, and predicts what it thinks should happen (again, only for animations, etc.), but the server determines if there is a hit, or not.

Yes, it's not quite the same as "Client to server, did I hit anyone with my shot from point A in the direction of B, over? Server to client, yes that's a hit, out." but it is still determined by the server, and not the client.

The reticule showing a "hit" is when the server has responded.

Why else would we be having issues actually registering a hit, if it was client side? The only complaints we would have if it were client side detection would be about the behind the wall problem, not about the rubber bullets, etc. as well.

Hacks are hacks. CS had a hack that allowed a player to kill other players whilst a spectator and didn't have any weapon.
 
I haven't played this for about a month, just done a game on Karg Island and had 15 deaths to 3 kills. This is what happens when you dont practice, you get crap!
 
No, your client will determine what animations etc to use, and predicts what it thinks should happen (again, only for animations, etc.), but the server determines if there is a hit, or not.

Yes, it's not quite the same as "Client to server, did I hit anyone with my shot from point A in the direction of B, over? Server to client, yes that's a hit, out." but it is still determined by the server, and not the client.

The reticule showing a "hit" is when the server has responded.

Why else would we be having issues actually registering a hit, if it was client side? The only complaints we would have if it were client side detection would be about the behind the wall problem, not about the rubber bullets, etc. as well.

Hacks are hacks. CS had a hack that allowed a player to kill other players whilst a spectator and didn't have any weapon.

No youre wrong. The client determines if its hit or not as stated by the dice devs in the link I posted. All the server does is ratify that the shot was viable. The reason mass kill worked was because it basically spammed the server with kill commands and the server for what ever reason validates them.

Demize said:
 
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:o

You guys lol
 
Just joined a very poor metro server laggy as hell, Two cheaters on the enemy side 46/5 using aim assist. ( m320/rpg/c4/shotty not allowed )

Some days it just aint worth playing BF3 and this is exactly what EA/DICE think we love!
 
No youre wrong. The client determines if its hit or not as stated by the dice devs in the link I posted. All the server does is ratify that the shot was viable. The reason mass kill worked was because it basically spammed the server with kill commands and the server for what ever reason validates them.

http://www.reddit.com/r/battlefield..._create_a_guide_for_the_new/c35xc2m?context=3
*shrugs* The server still determines if the hit is plausible, ergo, the server is still ultimately responsible for detecting the hit.
 
No its not, the client handles the detection, the server only checks their relative position allowed the kill to have been valid but the detection is 100% client side. There is no registration detection happening server side at all, just sanity checks. The game did use server side detection during the alpha trial before being moved to client from beta onwards.
 
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My personal thoughts are that they wanted to make the server exe as light as possible. EA renegotiated terms with the rsp/gsp which sees them receive a payment per slot, they realised that server demand would be huge and wanted to get as many slots per box as they could.
 
The hit reg ends up being perfect from your perspective but it also results in being killed around corners which is even more annoying.
 
Do we know why DICE choose client side detection? I'm assuming it must be due to performance reasons.

nope

From demize himself

I consider it far superior to be able to hit what you see if it means occasionally you'll get shot when you thought you got to cover

Client side hit detection means that what you aim at, you hit.

The server doesnt have to rewind time to guess if it hit or not, and you don't have to lead your shots to try and guess where the actual player is, as opposed to where they appear on screen.

Because its a hybrid of the two systems ( client side / server side)

Combined it means that in most instances you're going to get credit for hits that would fail in pure server hit detection, and isn't as prone to hacking and cheating (data injection) as pure client hit detection. We also have some other sanity checks in there so extremely laggy players don't get a huge advantage (lag switch hacks).

You can see in their opinion the sanity checks the server does protects it against hacking (hardy ha ha DICE) and enables you to get credit for hits that would otherwise fail with pure server site hit detection.


*shrugs* The server still determines if the hit is plausible, ergo, the server is still ultimately responsible for detecting the hit.


Not really, the server just "oversees" the client side hit detection to try and make sure nothing fishy goes on. Whether or not its a hit is decided by the client.

Thats why you can get knifed across the map.
 
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