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Interp/Hitboxes - discussion/fixes?

Forum Index > General Games
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YulyaVolkova
Profile Joined December 2011
United Kingdom95 Posts
June 20 2015 10:12 GMT
#1
What is the problem?

A couple of days ago I decided to actually look into a problem in CSGO that has always bothered me and has felt awkward and uncomfortable - the instances where very simple, clean shots on moving, or soon-to-be-moving, or has-just-stopped-moving targets miss for no noticeable reason.

I created an autoexec a few hours after first buying CSGO with all the standard recommended network settings (cl_interp 0, cl_interp_ratio 1, cmd/updaterate 128, rate 128000 etc) - being used to all this stuff from many years playing the original Counter Strike competitively. I have always assumed these settings were 'correct' and blamed these instances of very odd missed shots on weird hitboxes combined with smaller models or similar theories.

I no longer think this is the case, and would like to share my experiments, have a discussion and maybe be able to help each other work out the problem, and whether there is anything we can do about it! Alternatively, if I am just being dumb and there is a simple fix, or a simple reason why the problem exists and there's nothing I can do about it, I am all ears! I have a reasonable amount of experience with messing with networking settings in games and know what most of the commands do, but would love some further insight.

What kind of shots?

Imagine a situation where an opponent is running across your field of view. They do not currently know of your presence and are therefore not moving in order to specifically dodge a shot or make it difficult for you in any way. You're quite close to the opponent, so first bullet inaccuracy should never be an issue. You're stationary. You are also under no time constraint, and can slowly aim to guarantee a headshot. You line it up with the center of their head at the time of firing.

And it whiffs. These are the kind of shots i'm investigating, and they happen relatively often. They're especially impactful on pistol rounds where USP-S shots at close-medium range on Terrorists running in straight lines whiff, wasting your powerful first opportunity to cut the numbers advantage down. It also happens often with AWPs - enemies running round corners in a straight line going unharmed as your bullet hits the wall directly behind them. There have been famous examples of these kind of things happening in big matches (poor Allu).

These kind of shots are also often simple to 'fact-check', or be honest with yourself about after the fact, as the simplicity of the shot often lets you 'capture the moment' if you will in your mind, allowing you to have an exact memory or where your crosshair was in relation to the enemy at the time of firing.

Which shots to ignore?

Almost any shot where an opponent is moving erratically, either intentionally in order to dodge or for any other reason, is far more inaccurate to judge. More issues could come into play such dodgy hitboxes while jumping or performing other actions, or simply the added concentration required to hit an accurate shot making it harder for you to accurately determine exactly where your crosshair was in hindsight. The opponents movement in the last fraction of a second may have pushed their head out of your crosshair at the last moment in a way that is hard for you to remember when thinking back.

My findings

As I always assumed these issues were either inherent problems built into the game as a whole, such as hitbox issues, weird netcode or the dreaded '64 tick', or server-specific issues such as a matchmaking or public server running poorly, you would expect the symptoms to occur either on all servers (if game-wide problems, such as hitboxes), or consistently, on certain servers (if server-specific).

After testing this for the last couple of days, neither of these things appear to be true. What has instead appeared as a definite, consistent, unavoidable trend is that of certain players being very consistently either easy to hit, or hard to hit.

It did not matter whether a server was 64, or 128 tick. Whether the server was in France, the UK, Germany or Sweden.

What mattered was who I was shooting at. Against roughly 50-75% of the population, the game felt silky smooth. If, in hindsight, a shot was dead on - it would hit these players whenever I felt it should. Any shot that missed was not entirely clean, and there was some doubt as to whether the shot should have hit, so a miss was understandable.

The remaining 25-50% of the population would not be hit by clean, well aimed shots. They would be hit by shots that in hindsight, actually slightly missed, or were messy and could, but also could not have hit.

This isn't a completely new idea - I remember playing the original Counter Strike in the early 2000s and suffering a similar issue. The difference was that in the early 2000s it was not uncommon to have half the people on the server running around with 200-400 ping. This obviously creates issues. Later, when internet connections became more reasonable and everyone had an acceptable ping, the game still suffered from some people who, mostly due to ignorance, played the game with the default rates and interp settings which affected your ability to hit them, and them to hit you.

These issues cannot be the problem now, in CSGO. The players who I determined as being in the 'hard to hit' group had pings throughout the entire range - some were 100, but some were 5 to 20. Some were in the middle and were roughly 40. They were all hard to hit. There were also players who were in the 'easy to hit' group with pings across the entire range - having 100 ping did not automatically make a player hard to hit - it was often perfectly fine.

In addition, the default rates and interp settings in CSGO are perfectly fine. Players that have never touched their rates are running around with rate 80000, and cmd/updaterate 64 - this is perfectly fine and shouldn't cause these issues. The default interp settings are also well within reason.

My testing method

I played on a bunch of servers - especially headshot deathmatch, focusing entirely on the 'hindsight' view of whether a shot should have hit. After any shot that fell into the parameters detailed in the 'What kind of shots?' section missed, I would take note and see who I was shooting at. Without fail, the same names on a server would continue to come up.

On a 20~ person deathmatch server, the exact same 6 or 7 names would always be the ones that these moments happened against, and they would happen very consistently. You often get opportunities to shoot into the side or back or people running around on deathmatch servers and so they're a great way to test these 'easy' shots where enemies run in straight lines. Getting these simple kills against these specific players was almost always a nightmare, despite the same types of situations being incredibly quick and painless against the rest of the players on the server.

Conclusion / Where to go from here?

So it appears we have a situation where some players hitboxes are not as neatly tied to their visible model on your screen as you would like. It has nothing to do with the server, including whether it is 64 or 128 tick. It has very little to do with your own network settings (so long as they are within reason, I tried tweaking my interp settings and noticed slightly better results with a marginally bigger cl_interp value, but it could have been a placebo because the overall problem still remained). It doesn't seem to have anything to do with those 'CSGO hitboxes' (jumping hitboxes please) because against most players on an average server the game is very crispy and responsive in normal situations - impressively so, in fact. It probably doesn't have anything to do with the opponents network settings, because the default values are perfectly acceptable and shouldn't create such a massive disconnect between model and hitbox.

So what is it? I'd love you guys to chime in with any ideas - or better still go and try and note your own experiences experimenting with this stuff. Why does shooting at some players feel like a LAN environment, while shooting at others feels like i'm playing in 2001, despite us all being on the same server?

Thanks for reading!
Bacillus
Profile Joined August 2010
Finland1931 Posts
June 20 2015 10:51 GMT
#2
There's something badly bonkers with how the server handles certain actions. Probably the most concrete evidence I've seen is the way it at least used to differ how you enter the ladder. Adren has pointed out how jumping on a ladder makes the hitboxes go totally bonkers whereas simply walking into one gives you at least somewhat manageable hitboxes.



I'm not sure if that one got patced out, but it is pretty surefire proof that the server somehow goes out of sync with the actual situation with some actions. This particular issue has very little do with prediction code or network inconsistencies or such and more to do with something being totally broken in how server keeps the hitboxes in sync.

For example if I remember correctly, Allu's famous miss is right after Olof(?) jumps on the ledge. The chances are the server still has something out of sync after the small jump even if he isn't in the actual jumping motion anymore.
YulyaVolkova
Profile Joined December 2011
United Kingdom95 Posts
June 20 2015 12:00 GMT
#3
Yeah there's plenty of instances where hitboxes are very wonky in CSGO. Jumping, ladders, bomb planting, aimpunching and I agree that instances of shots going wrong close to these actions can be because of these weird hitbox issues, even if the animation seems to have finished.

What I described feels a bit different though in that it is a shot on a target doing nothing more elaborate than just running or strafing in one direction in a straight line. If this type of shot is trivial vs most of the people on a server, but close to impossible without actually trying to aim off of their model slightly against some, it implies there is something going on to do with some players, but not others. The end result is essentially what you describe - the hitboxes and the model are not lined up properly, just like with that ladder example, which happens whenever any player climbs a ladder. In my case it seems to be person-specific though and doesn't uniformly act the same way whenever any player does an identical action - with most players their hitboxes seem perfectly lined up with their body while they move generically, but some are way off, and nothing about their ping implies anything is obviously wrong about their connection.
Roggay
Profile Joined April 2010
Switzerland6320 Posts
Last Edited: 2015-06-20 14:14:45
June 20 2015 14:14 GMT
#4
I definitely feel it from time to time (hitboxes not being where they should be when someone is running/moving). Obviously we all know about the jump, ladder and plant hitboxes being wrong most of the time, but prooving that running hitboxes are slightly off in some cases where the player has bad connection to the server is hard.

Also, I feel that a low and stable var is way more important than a 128ticks over 64ticks (altho its also important). Did you try it on good servers with low var?
YulyaVolkova
Profile Joined December 2011
United Kingdom95 Posts
June 20 2015 15:10 GMT
#5
Yeah every server I tried was consistently very low var and generally awesome net_graph stats. Even if it wasn't perfect it still wouldn't explain why I would have 20+ instances of dodgy shots against one specific player on a server over a 30 minute deathmatch session, but 0 instances vs more than half the players on the server. Anything to do with my connection would surely affect my results against everyone equally. Maybe these players have low ping, but shitty connections to the server? Its possible.

It's hard to describe but is actually really clear when I tested it. If you play deathmatch and literally only concentrate on the easiest shots and focus on the consistency of hitting shots you're pretty positive should be hitting (and ignoring actually trying to play deathmatch properly, or your score etc), some players on a server just will not be hit if you aim in the center of their head as they move in a straight line, and some players will always get hit in the exact same situation. It's very black and white in that the players that do not get hit, do not get hit. You can take as long as you like to aim and they can be as predictable as you like in their movement - if, when you fire, you were aiming on their head, it absolutely will not hit, because that isn't where their head hitbox actually is.

It creates a dire situation for gameplay where when you run into a moving enemy you don't know which of these two player types they are - a player where the hitbox lines up with their model, or a player where their hitbox is either slightly ahead or slightly behind their model. You assume and hope it's a player that's synced up and aim for the head, but about a third of the time you're probably wrong. Your first and most important shot completely whiffs and you're suddenly in a dangerous situation that can have an awful result.

It makes me sad and actually has a direct effect on at least my own gameplay - only now I understand why I feel the way I do. I used to love tapping and strafe shooting in 1.6 and think it can be very effective situationally. In CSGO my experience trying to play this kind of way when appropriate semi-often backfires when a trivial headshot inexplicably whiffs and the fight gets turned around on me. It leads to me relying on sprays in situations where really it would be nice to actually just shoot people in the head. I just don't have the confidence that the shot will actually connect, so spray instead, leading to slower kills leading to less multikills when defending sites as CT, etc.
Yrr
Profile Joined June 2012
Germany804 Posts
June 20 2015 16:07 GMT
#6
Talk one of the hard to hit player into a private game and test it again. As far as I know you can activate visible hitboxes and hitmarkers on private servers.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
YulyaVolkova
Profile Joined December 2011
United Kingdom95 Posts
June 20 2015 18:25 GMT
#7
^ Would be a cool idea.

A friend and I just had a session on a 128 tick private server where we tested the accuracy on each other as we ran back and forth. We both changed all of the network settings a bunch, including playing with a ludicrous rate of 20000 with maximum allowed interp values etc. Nomatter what the opponent did in the changing of their settings, they were perfectly fine to hit. The only thing that provided a noticeable difference was playing with a rate of 20000, which gave the person using it really, really inconsistent shots. Don't ever lower your own rate this low! :D

DPK
Profile Joined May 2011
Canada487 Posts
June 20 2015 19:36 GMT
#8
I wonder if this has anything to do with some players being unable to run the game at a decent framerate. I found out recently after a bit of testing on my PC, which is 7 years old, that my var in the net_graph is lower when I cap the FPS to 65. With fps_max to 65, my var is usually 0.x and rarely goes up to 2+ if I remember correctly while when the fps_max is set to something like 200, I surely get higher framerate but the var is usually around 1-2+ without nearly ever going down to 0.x. Now, imagine what the var could look like from someone who can barely play the game at a stable 60fps.

I might be talking nonsense here since I don't have much knowledge in that department but I just wanted share that since it could be a cause.
Desire.Discipline.Dedication
YulyaVolkova
Profile Joined December 2011
United Kingdom95 Posts
June 21 2015 20:39 GMT
#9
That was actually one of my next theories DPK - that the people that don't line up correctly have low fps and it's interfering with the networking stuff. A possibility!
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