Open Ashetf2 opened 2 years ago
As nice as this would be, a change like this requires a dedicated development team. Something which TF2 hasn't really had in years.
There was a test with exactly this being used in tf2 back in 2015? 16? ...unsure. (i cant find the pictures of it unfortunately) Back when the ingame comp mode was in exclusive limited beta testing. if it wasn't already obvious, i was one of those who got a beta pass or whatever it was called, being allowed to play this
They showcased some stuff here and there, but what catched my eyes was the hit-capsules, which looked very promising. Upon playing a few matches of ingame beta comp the difference in hit-registration was significantly better. (aside from the awful graphics enforcements which afterwards lead to crashes and broken binds etc..)
After the full release of the in-game comp mode however they seem to have decided to go back to hit-boxes instead. The reason might have been that these capsules were incredibly inefficiently made for tf2 (maybe it was a complex math problem idk), so i heard.
the math for these is substantially more processing-intensive, and with how unoptimized this game already is, that additional load might make for a big performance hit, and if interactions you are not part of are also being calculated client-side, that'd make things rough on even a better processor.
the math for these is substantially more processing-intensive, and with how unoptimized this game already is, that additional load might make for a big performance hit, and if interactions you are not part of are also being calculated client-side, that'd make things rough on even a better processor.
Sorry but limiting accurate calculations because old processors can't handle more complex math is not good. CS:GO has this kind of hit detection since 2015 and no one complained about it because it was detrimental before. Processors have evolved a lot in 15 years. We are not in 2007 anymore.
I'm not trying to say that modern computers can't handle this, almost all definitely can, I'm just pointing out that TF2 is notably much less optimized than other modern games, and this would put some additional strain on processors.
On Wed, Dec 7, 2022 at 4:30 PM Ashetf2 @.***> wrote:
the math for these is substantially more processing-intensive, and with how unoptimized this game already is, that additional load might make for a big performance hit, and if interactions you are not part of are also being calculated client-side, that'd make things rough on even a better processor.
Sorry but limiting accurate calculations because old processors can't handle more complex math is not good. CS:GO has this kind of hit detection since 2015 and no one complained about it because it was detrimental before. Processors have evolved a lot in 15 years. We are not in 2007 anymore.
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TF2 uses hit boxes, however, they are considerably inexact, leaving gaps between the boxes (see https://www.youtube.com/watch?v=8iEXhbqami8) . CS:GO used to use hitboxes until the Sep 15, 2015 patch, when they were replaced with "hit capsules", as seen here:
This should be ported to TF2 for a more consistent gameplay.