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  • Oatiecrumble
    Original poster 488 posts

    Never been a expert when it comes too download/upload speed with games but two days ago i upgraded my package from:

    250mbps download and 20mbps upload speed

    Too

    350mbps download and 35mbps upload speed

    And i'm experiencing much better hit registration, it's pretty much zero now.

    Gotta take into account i have the following sucking up my connection:

    Direct Connections:

    • 1 x Xbox Series X (Mine)
    • 1 x TV
    • 1 x PC


    Wireless Connections:

    • 3 x Xbox Series X (Kids) - (Using TP-Link TL-PA8010PKIT V3 Passthrough Powerline)
    • 1 x TV
    • 3 x Mobile Phones
    • 3 x Apple Tablets


    Software Using connection:

    1 x Utorrent (got loads of stuff going on here)

    Still getting:



    So the question is does Upload Speed effect hit registration?


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  • dagrommit
    894 posts

    The first game used around 50 Kilobytes/sec, so while the second might require more, upload speed is unlikely to be a constraint. Unless you're using all of the available bandwidth.

    The only way to confirm is to monitor the amount of traffic going through your router to determine if this is the case - i.e. how much of that 35mbps upload is in use while you're playing the game.

  • Virtual-Chris
    799 posts

    Is hit determination done on the server side? How does that not suffer from latency issues? On a 1200 RPM SMG that’s 20 calculations per second… so if your latency is more than 50ms, you’re going to have issues right?

    Wouldn’t it be better to do that client side?… that way the rendering of the enemies on the screen (which is certainly done client side) is going to match the hit box calculations and offer a better end user experience.

    Although I guess enemy positional data has to be relayed to the client every 16ms to provide smooth 60FPS movement which is also mind boggling if that’s all done server side.

    If it is server side, my mind is blown, but then round trip latency is king and you hope DNS lookups are not required as part of every exchange as well. Sheesh.

  • Oatiecrumble
    Original poster 488 posts

    Well i ain't got a clue what it is if it ain't got nothing to do with the upgrade i made, but i can deffo feel much better hit registration.......not that i'm complaining ☺

  • dagrommit
    894 posts
    Although I guess enemy positional data has to be relayed to the client every 16ms to provide smooth 60FPS movement which is also mind boggling if that’s all done server side.


    I don't know how hit registration is calculated, but the AI logic is run on the server and propagated to the client:

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