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Update 654: Hit Registration Overhaul

[h2]Major overhaul for hit registration and reducing shooting input delay[/h2]

The major component of this update is hit registration improvements, this involves things like improving server netcode, improving client accuracy for prediction when you should get a hit, and fixing a myriad of bugs that were found when investigating missed shots. The full patch notes below cover all of the things that were changed.

[h3]Hitbox visuals demonstrating hit registration improvements[/h3]


Another major component of the update is the improvement to gun feel, via large reduction in delay for shooting inputs and feedback. This also improves recoil feel as the clients shots and servers shots are lined up with the recoil timings, allowing for rapid fire to correctly be registered on the server.

[h3]Graph showing difference in shooting delays before and after patch[/h3]


[h2]Hit Registration and Shooting Improvements:[/h2]
  • Improved server understanding of client prediction for verification of hits to improve hit registration
  • Improved client FX/Hitsounds prediction to line up properly with where the client should be predicting the hit
  • No rolling back shots
    - Once a shot has done damage, the damage won't be undone when a high latency players movement is simulated
    - Players moving before incoming shot packets arrive on the server don't cause shots to be ignored when being simulated
  • Clientside shooting delay is now mostly removed, shooting is nearly instant while hit FX/sounds have a slight delay
  • Added modifier for multiple hit sounds to make it easier to understand how many hits are made with shotguns
  • Added dryfire to client shot prediction, guns will play a dryfire sound when you attempt to fire them while empty
  • Fixed bug where clients guns could occasionally have their sights mis-aligned
  • Add client shot prediction RNG seeding so that clients can render shots involving RNG at client shooting time correctly (hipfire or brace without laser)
  • Recoil is moved to client shooting time to give better recoil timing to resolve feeling with recoil feeling misaligned with fire rate
  • Flinches from hits are now predicted as to avoid mis-predictions on double headshots
  • Shooting the chambered bullet without a mag loaded is now possible (and displays on the ammo count)

[h2]Work that still needs to be done:[/h2]
With the updates, there are still things that need to be done so we can continue to improve the accuracy of player movement and shooting, but this is a large step forward!
  • Improve server extrapolation to smooth out movement for high latency players
  • Improve time resolution of shooting to reduce discrepancy between player visuals and player hitboxes used for collision detection
  • Update server and client communication to allow more up to date rendering of other players' movement
    - Increases limb shooting accuracy
    - Decreases animation judder

[h2]Other:[/h2]
  • Fix bug where clients body would change animation and "break" after laying on the ground for five seconds
  • Modified home screen

Downtime for Map Deployment

We will be bringing down the servers on Friday (today) from about 09:30AM to 09:59AM PST for a map update.

There will be downtime, approximately 30 minutes, and an update as new maps are deployed to steam for download and to the servers.

Any matches started just before the update will be terminated when the update commences.


Update 647: Small gameplay patch (weekly update)

[h3]Some audio and level changes along with a change to raise client framerate cap to 150[/h3]

[h2]General:[/h2]
  • Speaker icon under your own profile picture in multiplayer menu now mutes yourself (instead of having no function)
  • Client max framerate raised to 150 to allow for overhead to vsync to 144 on high performance machines


[h2]Audio:[/h2]
  • New Smoke Grenade Detonate SFX
  • Updated distance attenuation curve on smoke grenade detonate sfx
  • Added 3 new, slightly different Moltov Impact SFX
  • Adjusted distance attenuation curve for molotov Impact SFX
  • Removed errant "bounce" SFX from molotovs
  • Throwing already lit flares now plays a weak sound for feedback instead of no sound


[h2]Levels:[/h2]
  • Added dome doors and castle gate to training.
  • Changed behavior of ramps on Dome to allow UAV turrets to see through the base of the ramps and into the underside of dome better.
  • Fixed a mesh on pipeworks mixer.

Downtime for Map Deployment

We will be bringing down the servers on Friday (today) from about 09:30AM to 09:59AM PST for a map update.

There will be downtime, approximately 30 minutes, and an update as new maps are deployed to steam for download and to the servers.

Any matches started just before the update will be terminated when the update commences.


Update 645: Small gameplay patch (weekly update)

[h3]Minor updates to planning overhaul and other features with some small bugfixes[/h3]

[h2]Matchmaking Changes[/h2]
  • We have re-enabled auto re-queueing players into matchmaking after a match ends, with some changes (see additional notes) but only for casual queues
  • Starting the matchmaking process now has a short delay built into it, this allows people in the squad to cancel and allow the matchmaking process to look for other players.
  • The delay also protects against players immediately re-entering queues before data about their squad loads regardless of whether a teammate or the server queues them into matchmaking.
  • Players will also not have their squads merge after a match ends even if the player concurrency is low at the time, to try to allow teams to create more balanced matches instead of putting the same teams against each other all the time.

[h2]Gameplay Changes[/h2]
  • Fixed one of the issues with hit registration where some shots were being erroneously rewound and played at the wrong time, causing a bad hit calculation
  • Fixed an issue where selecting a dead player to spectate when none were alive could return you to the wrong view
  • Revived the map legend for dead players looking at the map view
  • Dome bomb detonation sound should now play it's unique audio clip correctly instead of the standard detonation sound
  • Fixed issue where sometimes the bomb defuse sound would play at the wrong pitch (and therefore speed)
  • Road flare bouncing SFX returns
  • Road flare now does not play ignition sound if thrown while already lit