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I swear I sit there watching replay of dying, the dude crosses over me hits me with one bullet then after its by me its still dam showing hit marks, WTF this game. Gulog is fucking broke period with hit detection.
My brother and I noticed that. We empty magazines at players and the person doesn't die, but shoots us with one or two bullets beamed at us, we die. This wasn't the case in Gunfight (well, not the same frequency.)I swear I sit there watching replay of dying, the dude crosses over me hits me with one bullet then after its by me its still dam showing hit marks, WTF this game. Gulog is fucking broke period with hit detection.
FPS has NOTHING to do with registry of bullets I'm sorry to tell you that. Yes Fps does help to a certain extent . anything after that is eye candy in graphics. Smoothness etc yes. I get 110 fps graphics all way up. There is a dam hit detection problem i assure you.they dont realize higher fps helps with rendering and plus the shots register properly. Pc players complain about aim assist lol what a joke. Pc has high fps, better graphics cards then console which gives them more picture options which allows them to see you from twice as far. It used to take skill to be good, now its all about the hardware, if your not using a scuf controller, gaming monitor or tv with top of the line internet your screwed, Everything is pay to win now these days.
I'm also talking about if your ass is running a game below fps where your lagging all over the place, That's your stupidity, The only way fps would matter in hit detectionthey dont realize higher fps helps with rendering and plus the shots register properly. Pc players complain about aim assist lol what a joke. Pc has high fps, better graphics cards then console which gives them more picture options which allows them to see you from twice as far. It used to take skill to be good, now its all about the hardware, if your not using a scuf controller, gaming monitor or tv with top of the line internet your screwed, Everything is pay to win now these days.
I don't complain about aim assist, in the right hands it can be a helpful tool, yes, but it can also be a hindrance.Pc players complain about aim assist lol what a joke.
Thank you, im on xbox one capped at 60fps and i do lag from time to time, which means a player at higher fps is less likely to lag at the same moment which means you will hit your shots i wont, that sounds like a hit detection advantageFPS has NOTHING to do with registry of bullets I'm sorry to tell you that. Yes Fps does help to a certain extent . anything after that is eye candy in graphics. Smoothness etc yes. I get 110 fps graphics all way up. There is a dam hit detection problem i assure you.
I'm also talking about if your ass is running a game below fps where your lagging all over the place, That's your stupidity, The only way fps would matter in hit detection
*or a pc
Thank you, im on xbox one capped at 60fps and i do lag from time to time, which means a player at higher fps is less likely to lag at the same moment which means you will hit your shots i wont, that sounds like a hit detection advantage
*or a pc
Thank you, im on xbox one capped at 60fps and i do lag from time to time, which means a player at higher fps is less likely to lag at the same moment which means you will hit your shots i wont, that sounds like a hit detection advantage
FPS has NOTHING to do with registry of bullets
Ive been in PC gaming since 1998, I know wtf im talking about, all your talking about is 60 mhz screen and a 144 mhz screen YES that is latency , WITCH HAVE NOTHING TO DO WITH FPS (GRAPHICS CARD).....Please go back and learn more about what you THINK your learning in videos about pc gaming.You literally don't have an understanding of what you're trying to talk about. Hit detection/latency issues are time-based - if you have a higher FPS that means if the hit detection is lagging by half a second, more frames are being "erased" in terms of which shots hit a target and which didn't. If you have lower FPS you are seeing less frames explaining to you what is not registering, but the same total time is being "erased" by the game having latency issues.
For example.
You are trying to duck behind cover and on your screen you got behind that wall with 1 HP left. The game says nope, that didn't happen, your XBox may be telling you that you got behind cover, but according to data transferred to the servers by you AND your opponent, you were actually still out in the open when that last bullet hit you and you died.
The time difference between you getting fully into cover on your XBox, and you still being "shootable" before you got into cover was 0.20 seconds. On your XBox at 60fps that means you saw 12 frames of action happen that didn't happen according to the server - it "erased" those frames when it showed you the kill-cam with you not being in cover yet. A PC player getting 144fps in that exact same situation would've seen 28 frames of action on their end that the server says "didn't happen" in the kill-cam.
Just because the PC player saw more frames - 28 to 12 - doesn't mean they saw more "time" than the XBox player did. The same amount of time was "erased", the PC player just saw more frames of that same time period.
This is also why peeker's advantage exists. When you are the first to react according to the server, by popping out of cover to shoot at an enemy, while the data of you moving out of cover and firing is being transmitted to the server and to the enemy's system, latency is creating a built in handicap against the enemy reacting to you. That same 0.2 second latency issue is causing the enemy player's reaction, firing back at you, to be delayed in terms of when it's received by the server compared to your data that was received and confirmed first, so you wind up with the kill even though on their screen you both starting firing at the same time.
Now peeker's advantage is theoretically lessened if you have higher FPS. Obviously if what's happening on your screen is 0.2 seconds behind what's actually happening according to the server, then it would be ideal to get that delayed information updated as fast as physically possible. But at this point we're talking about the difference between 1 frame of 60fps and 144fps - that's around 1/100th of a second. If you have a 144fps capable PC, you are going to see that enemy move out 1/100th of a second quicker. The average reaction time is 0.2 seconds, or 20/100ths.
If you think 0.01 seconds of time lost to frame rate is the reason you're dying, you have issues. Latency and hit detection issues are a thing.
sorry that was to other guy dizzy demon i miss read yours to hisIve been in PC gaming since 1998, I know wtf im talking about, all your talking about is 60 mhz screen and a 144 mhz screen YES that is latency , WITCH HAVE NOTHING TO DO WITH FPS (GRAPHICS CARD).....Please go back and learn more about what you THINK your learning in videos about pc gaming.
So it looks like we all agree now. sorry cmcflyy
You literally don't have an understanding of what you're trying to talk about. Hit detection/latency issues are time-based - if you have a higher FPS that means if the hit detection is lagging by half a second, more frames are being "erased" in terms of which shots hit a target and which didn't. If you have lower FPS you are seeing less frames explaining to you what is not registering, but the same total time is being "erased" by the game having latency issues.
For example.
You are trying to duck behind cover and on your screen you got behind that wall with 1 HP left. The game says nope, that didn't happen, your XBox may be telling you that you got behind cover, but according to data transferred to the servers by you AND your opponent, you were actually still out in the open when that last bullet hit you and you died.
The time difference between you getting fully into cover on your XBox, and you still being "shootable" before you got into cover was 0.20 seconds. On your XBox at 60fps that means you saw 12 frames of action happen that didn't happen according to the server - it "erased" those frames when it showed you the kill-cam with you not being in cover yet. A PC player getting 144fps in that exact same situation would've seen 28 frames of action on their end that the server says "didn't happen" in the kill-cam.
Just because the PC player saw more frames - 28 to 12 - doesn't mean they saw more "time" than the XBox player did. The same amount of time was "erased", the PC player just saw more frames of that same time period.
This is also why peeker's advantage exists. When you are the first to react according to the server, by popping out of cover to shoot at an enemy, while the data of you moving out of cover and firing is being transmitted to the server and to the enemy's system, latency is creating a built in handicap against the enemy reacting to you. That same 0.2 second latency issue is causing the enemy player's reaction, firing back at you, to be delayed in terms of when it's received by the server compared to your data that was received and confirmed first, so you wind up with the kill even though on their screen you both starting firing at the same time.
Now peeker's advantage is theoretically lessened if you have higher FPS. Obviously if what's happening on your screen is 0.2 seconds behind what's actually happening according to the server, then it would be ideal to get that delayed information updated as fast as physically possible. But at this point we're talking about the difference between 1 frame of 60fps and 144fps - that's around 1/100th of a second. If you have a 144fps capable PC, you are going to see that enemy move out 1/100th of a second quicker. The average reaction time is 0.2 seconds, or 20/100ths.
If you think 0.01 seconds of time lost to frame rate is the reason you're dying, you have issues. Latency and hit detection issues are a thing.
You literally don't have an understanding of what you're trying to talk about. Hit detection/latency issues are time-based - if you have a higher FPS that means if the hit detection is lagging by half a second, more frames are being "erased" in terms of which shots hit a target and which didn't. If you have lower FPS you are seeing less frames explaining to you what is not registering, but the same total time is being "erased" by the game having latency issues.
For example.
You are trying to duck behind cover and on your screen you got behind that wall with 1 HP left. The game says nope, that didn't happen, your XBox may be telling you that you got behind cover, but according to data transferred to the servers by you AND your opponent, you were actually still out in the open when that last bullet hit you and you died.
The time difference between you getting fully into cover on your XBox, and you still being "shootable" before you got into cover was 0.20 seconds. On your XBox at 60fps that means you saw 12 frames of action happen that didn't happen according to the server - it "erased" those frames when it showed you the kill-cam with you not being in cover yet. A PC player getting 144fps in that exact same situation would've seen 28 frames of action on their end that the server says "didn't happen" in the kill-cam.
Just because the PC player saw more frames - 28 to 12 - doesn't mean they saw more "time" than the XBox player did. The same amount of time was "erased", the PC player just saw more frames of that same time period.
This is also why peeker's advantage exists. When you are the first to react according to the server, by popping out of cover to shoot at an enemy, while the data of you moving out of cover and firing is being transmitted to the server and to the enemy's system, latency is creating a built in handicap against the enemy reacting to you. That same 0.2 second latency issue is causing the enemy player's reaction, firing back at you, to be delayed in terms of when it's received by the server compared to your data that was received and confirmed first, so you wind up with the kill even though on their screen you both starting firing at the same time.
Now peeker's advantage is theoretically lessened if you have higher FPS. Obviously if what's happening on your screen is 0.2 seconds behind what's actually happening according to the server, then it would be ideal to get that delayed information updated as fast as physically possible. But at this point we're talking about the difference between 1 frame of 60fps and 144fps - that's around 1/100th of a second. If you have a 144fps capable PC, you are going to see that enemy move out 1/100th of a second quicker. The average reaction time is 0.2 seconds, or 20/100ths.
If you think 0.01 seconds of time lost to frame rate is the reason you're dying, you have issues. Latency and hit detection issues are a thing.
I Thought we been over this. FPS does NOT have ANYTHING to do with hit detection. If you don't under stand by now, I don't know what to tell you.Im glad people post videos on youtube playing both platforms basically showing the difference between both. Its funny on pc they can beam players flying in breaking their armor and kill them before landing from 300m away but can't seem to even break the armor on console. Explain why that is? Tell me its not the fps helping you hit your shots. Yes the graphics card is what allows to get higher fps, if your pc can run 144fps then you would need a monitor with 144hz to process the information correctly. 144frames per second compared to 60fps means your getting the information sooner then the other. These games are designed on a pc which means the game or server is most likely to favor the higher fps running hardware.
ALL your talking about is latency man due to your mhz on moniters, Nothing on that gives you hit mark, just like .0010 frames faster in 144 than 60 mhz SO SLIGHT OF a difference , yes you might see a little of his gun or hand peeking a corner on a 144 before you would on a 60 mhz.Im glad people post videos on youtube playing both platforms basically showing the difference between both. Its funny on pc they can beam players flying in breaking their armor and kill them before landing from 300m away but can't seem to even break the armor on console. Explain why that is? Tell me its not the fps helping you hit your shots. Yes the graphics card is what allows to get higher fps, if your pc can run 144fps then you would need a monitor with 144hz to process the information correctly. 144frames per second compared to 60fps means your getting the information sooner then the other. These games are designed on a pc which means the game or server is most likely to favor the higher fps running hardware.
Yes, ultimately the judge's decision (or server's in this case) is final and no correspondence will be entered into.ALL your talking about is latency man due to your mhz on moniters, Nothing on that gives you hit mark, just like .0010 frames faster in 144 than 60 mhz SO SLIGHT OF a difference , yes you might see a little of his gun or hand peeking a corner on a 144 before you would on a 60 mhz.
If are having latency problems it could easily be your monitor or tv and your internet connection creating this problem as well, its not just the game. It all goes hand in hand with your overall experience with the game. Personally Im not having any issues with latency or hit markers.
Im glad people post videos on youtube playing both platforms basically showing the difference between both. Its funny on pc they can beam players flying in breaking their armor and kill them before landing from 300m away but can't seem to even break the armor on console. Explain why that is? Tell me its not the fps helping you hit your shots. Yes the graphics card is what allows to get higher fps, if your pc can run 144fps then you would need a monitor with 144hz to process the information correctly. 144frames per second compared to 60fps means your getting the information sooner then the other. These games are designed on a pc which means the game or server is most likely to favor the higher fps running hardware.
At this point I dont understand what your trying saying, You start by saying fps doesn't matter and then go on to explain how it does? Im confused
Pay attention to what he's saying. Framerates don't really matter. It has multiple layers of problems.At this point I dont understand what your trying saying, You start by saying fps doesn't matter and then go on to explain how it does? Im confused
Im the only xbox player in this post, the other players are on pc I believe and Im not the one complaining about anything. I was just pointing something out. Stop putting all the blame on the game it could easily be your hardware giving you those problems period. You guys make it sound like this the game the planet that lags, what are you guys new to gaming, seriously? Grow up..Pay attention to what he's saying. Framerates don't really matter. It has multiple layers of problems.
You press a button, it goes, but on-screen the action is delayed because of the screen's input lag. Then you also have to realize that there's also syncing issues between the game you're playing and the server. And the connection between YOU and your opponent.
Microsoft is trying to eliminate this input lag with Xbox Series X, Sony is doing the same with PS5.
The best way to see this in real time is livestreams, and livestreaming. Just this morning I saw a livestream (Summer Fest), and it lagged... I could see the image, and frames, but the audio was delayed by seconds.