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Which game engines have good netcode/hit detection?

Joined
Mar 6, 2003
Messages
737
I've played a lot of games on the source gold and source 2 engine which both have excellent netcode/hit detection. Source gold has definitely the best. The original DoD and NS felt so precise; and it did have a lot to do with the coding of the guns. But it shows off how good source gold was.

I've also never had any issue Unreal, Unreal 2 or Quake 3 engine either.

But what about other engines? There are so many out there that feel off. Fallout 3 and Shatter Horizon were frustrating (but for SH, I couldn't tell if it was the design of the gun or engine)

Is the Call of duty engine any good? What about frostbite (used by battlefield series)?

I have a lot of twitch skill and I am interesting in getting into more shooters, but I don't want to waste my money on a crappy engine.
 
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Source def has the best, period.

Quake 3 CPMA is probably a close second.

I can't recall ever having problems in COD1, but COD2 had some fucked up problems at times, COD4 was much better in this regard.

Unreal doesn't do any shot lag compensation, so it's only fine if your ping is low.
 
Quakeworld
Tribes
Unreal 2.0-2.5ish

Not a big fan of the netcode in more modern engines. Playing a source game feels like running around in molasses even with low latency, no loss, and high fps.
 
You pretty much nailed it with Source. The CoD games have had pretty good netcode too.

The one that really irritates me is the Battlefield series Including BC1&2. They are fabulous games in their own right but the netcode and hit detection is generally terrible compared to other shooters. My dream game would be one that has hit detection like the MW games and the open map vehicular based gameplay like Battlefield.
 
You pretty much nailed it with Source. The CoD games have had pretty good netcode too.

The one that really irritates me is the Battlefield series Including BC1&2. They are fabulous games in their own right but the netcode and hit detection is generally terrible compared to other shooters. My dream game would be one that has hit detection like the MW games and the open map vehicular based gameplay like Battlefield.

Agreed, while I loved BF1942 and Vietnam I absolutely hate BF2's hit detection because while none of the BF games have client side hit detection BF2's was atrocious having to shoot behind your target to score hits /sigh http://www.youtube.com/watch?v=MPTwGSrjsgo

It's absolutely sickening that they never fixed that. I just couldn't get into the infantry combat or vehicle combat due to that reason alone.
 
So I can't play BFBC2 because of crappy netcode, and I can't play CODMW2 because there's no dedicated servers.

Valve, here's the opportunity to release counter strike 2 and blast these amateurs off the face of Earth.
 
wasn't there heavy bitching about the CS:S hitboxes when it first came out, I seem to remember that
 
wasn't there heavy bitching about the CS:S hitboxes when it first came out, I seem to remember that

yup http://www.youtube.com/watch?v=fdRpYaQA8cU

team fortress 2 hitboxes are similar http://www.youtube.com/watch?v=5OSxWMpCe80&feature=related

I honestly preferred netcode where you had to lead accordingly with your ping, although it would bring up the issue of ping rape and the bitching that goes along with it. most present multiplayer FPSes do client side hit detection though, which is good for the client, but can be very annoying and seem "buggy" when being shot at
 
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Wait. "Source" and "good hit detection" in the same sentence? You best be jesting.

Source's hit registration and overall mechanics, especially with the zblock updates, is a pretty solid game. Especially if hosted by a good gsp.
 
i dont think you should skip mw2 just because of dedicated servers. its fun.
nothing is like good old, original day of defeat though!
 
Wait. "Source" and "good hit detection" in the same sentence? You best be jesting.
Or maybe you should stop playing on poorly configured 20+ man pubs, hosted on overloaded boxes on low tick servers. Yes source used to have netcode issues years ago when it was released (hence some of the exaggerated youtube videos) - but those were long fixed.

Play on some properly configured servers (for example I don't play on pubs, I only play on match/scrim/mix/war/esea 5v5 match servers), and you'll experience hit registry as it was meant to be.

CS1.6 and CS:S both have amazing netcode, IMO the best of any other FPS games in existence.
CS1.6 has lower interpolate but is more unfriendly to higher pings, and CS:S is the opposite with slightly higher interpolate but more friendly to higher pings.

It's always so funny to see people who only play on pubs or those ridiculous 20,30,40+ man servers complaining about hit registration. (there are quite a few decently configured pubs, though you need to find them) No matter how amazing your netcode is, run your server.exe on a crappy overloaded box you will get shit reg.
 
MW2 as the host. There's nothing quite like it short of playing on a LAN in some of the other games people have listed.
 
mw2 is pretty good, even with 100+ ping.

CS:S - never had a problem and pings are often world class - even on public servers there are players with sub 10 pings...
 
I havent enjoyed hit detection / lag compensation since quake 1 (because it had no lag compensation).

Quake 3 was good after a shit ton of tweaking commands.

Source is ok after some tweaks, but still get shot after already being behind a wall.

Quake 1 still reigns supreme to me.

It still frustates me to this day that lag compensation was invented for HPB's (yes I went old school on ya'll)

Nowadays everyone has basically damn near T3 connections and it STILL exists....why????
 
Or maybe you should stop playing on poorly configured 20+ man pubs, hosted on overloaded boxes on low tick servers. Yes source used to have netcode issues years ago when it was released (hence some of the exaggerated youtube videos) - but those were long fixed.

Play on some properly configured servers (for example I don't play on pubs, I only play on match/scrim/mix/war/esea 5v5 match servers), and you'll experience hit registry as it was meant to be.

CS1.6 and CS:S both have amazing netcode, IMO the best of any other FPS games in existence.
CS1.6 has lower interpolate but is more unfriendly to higher pings, and CS:S is the opposite with slightly higher interpolate but more friendly to higher pings.

It's always so funny to see people who only play on pubs or those ridiculous 20,30,40+ man servers complaining about hit registration. (there are quite a few decently configured pubs, though you need to find them) No matter how amazing your netcode is, run your server.exe on a crappy overloaded box you will get shit reg.

Oh gosh, well I guess everyone's sarcasm detector is off, I'll make it more noticeable next time. By the way, I don't play on pubs and I only scrim/ESEA, but good job to assume :). But on a serious note, you can not tell me that ESEA servers are some of the best. Everyone knows that Torbull cheaps out on the servers they use. :D
 
MW2 is pretty good, however the game is just so rage inducing that I cant play. Its so annoying to be destroying the other team, only to have someone whos 1-15 shoot a noob tube and kill you before you come around a corner.
 
Mr. Miyagi said:
but good job to assume
I wasn't the only one to miss that you were using sarcasm, your post is poorly worded and looks just like a baseless bash against the game.

Nowadays everyone has basically damn near T3 connections and it STILL exists....why????
Because maximum bandwidth is independent of ping, though generally speaking those with fatter pipes tend to have better pings.

Just because nowadays everyone has fat pipes doesn't mean jack when it comes to pings, on average most people will have between 30-70 ping or so - therefore there will be a need for interpolation.

By the way, the quake games do have interpolation - its just that in the quake games
(1) Most of the weapons are projectile and not hitscan,
(2) Most of the maps are wide open areas and not compartmentalized
(3) The character hitboxes are really big bounding boxes independent of the model, and
(4) Due to the extremely fast run speed gameplay is not as heavily dependent on peeking or holding corners/angles

These factors above combined (especially the projectile/hitscan switch) make interpolation/compensation less noticeable - but the game has just as much interpolation/compensation as most other games out there.

Until scientists defy the laws of physics (which is impossible atm) and everyone has one millisecond ping to the server, then online games will have a need for interpolation and compensation support.
 
Because maximum bandwidth is independent of ping, though generally speaking those with fatter pipes tend to have better pings.

Do you just like to see yourself type?

Just because nowadays everyone has fat pipes doesn't mean jack when it comes to pings, on average most people will have between 30-70 ping or so - therefore there will be a need for interpolation.

That's your opinion, not a fact. I guess you do just like to see yourself type.

By the way, the quake games do have interpolation - its just that in the quake games
(1) Most of the weapons are projectile and not hitscan,
(2) Most of the maps are wide open areas and not compartmentalized
(3) The character hitboxes are really big bounding boxes independent of the model, and
(4) Due to the extremely fast run speed gameplay is not as heavily dependent on peeking or holding corners/angles

Did you even read my post?

If not you can read this http://en.wikipedia.org/wiki/QuakeWorld

Quake 1 did NOT have interpolation until Quakeworld.
 
Do you just like to see yourself type?
Way to be a fucking asshole. I guess any type of discussion we could have had is shut down by your shitty attitude.

You asked a question and I answered it. I will repeat what I said, unless everyone has 1 ping to the server there will be a need for interpolation/compensation. If you think that's wrong, then more power to you. This is exactly why nearly every single engine enables interpolation for online play, but disables it for LAN play. Anyhow, since you only want to insult I'm not wasting any more time responding to you.
 
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I wasn't the only one to miss that you were using sarcasm, your post is poorly worded and looks just like a baseless bash against the game.

A baseless bash? Haha, okay. If you do indeed play ESEA, you would know the registry is not good on their servers.
 
A baseless bash? Haha, okay. If you do indeed play ESEA, you would know the registry is not good on their servers.
This was your exact post:
"Wait. "Source" and "good hit detection" in the same sentence? You best be jesting.",
which has nothing to do with ESEA but appears to just be a baseless bash against the game. You can't expect anyone to pick up any kind of sarcasm form that alone.
 
This was your exact post:
"Wait. "Source" and "good hit detection" in the same sentence? You best be jesting.",
which has nothing to do with ESEA but appears to just be a baseless bash against the game. You can't expect anyone to pick up any kind of sarcasm form that alone.

You're correct, I did say that, but you said "Play on some properly configured servers (for example I don't play on pubs, I only play on match/scrim/mix/war/esea 5v5 match servers), and you'll experience hit registry as it was meant to be." when most really aren't that good with hit registration, especially ESEA. And that's not baseless, really ask anyone who plays ESEA and they'll tell you the servers are a joke. You're right though, the registration has improved a lot from when it was released.
 
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