Battlefield 2042 experiment shows how to break hit registration in a crowded area

Battlefield 2042The fight feels wrong. Anyone who has played game time can easily see this, but it is not always clear why this is the case.

Since the game’s release, players have been analyzing its various shootout mechanisms, trying to understand the reasons that caused the inconsistency of the shootout. This led to the discovery of mismatched collision boxes on some experts, and the now infamous bullet spread-the latter has been greatly adjusted in this week’s patch.

The last element of the formula is the hit registration of Battlefield 2042, which is affected by many factors, mainly server connection, tick rate, ping, packet loss rate, and how the game handles data (network code).

Battlefield games have historically suffered from major network code issues when they were released, but it seems that pushing 128 players and a larger map to take things a step further. Although many people who often play Battlefield 2042 have felt this, until today, no one has really done any tests.

Youku anchor Jack Flag I came up with this simple experiment to try to replicate the bad click registration we encountered in multiplayer real-time games. To this end, he set up a server with AI robots and selected the area on the roof of the C1 building in Kaleidoscope Breakthrough, because it can be packed with a large number of players-very suitable for replicating the busy points in ordinary multiplayer games (and good weapons) XP breeding point).


As you can see in the video, it will soon become clear that the game just ignored some fired bullets and did not record some hits, even though you can see the enemy’s 3D model reflecting the situation of being hit by retreat and blood splash .

Jackfrags has a 10 millisecond ping to the server, and there does not seem to be any packet loss issues or any other network failures that may prevent the bullet from registering. The more data the game tries to process, the situation seems to get worse, such as explosions that raise dust and produce particle effects, items are airdropped-basically anything that causes chaos in a small area. The test was conducted with various weapons and other maps.

Traditionally, network code problems of this nature took a long time to resolve. It took them nearly a year to be accepted in Battlefield 4, and the patch in Battlefield 1 also took several months. Of course, those games don’t have to compete with 128 players, advanced physics simulation, and large maps-so we will see how good this becomes.

Battlefield 2042 will receive the most important patch to date sometime next week, but it is not clear whether we can expect it to include network code fixes.