I'm making sure my foil hat is on firmly

I’d advise everyone to read the lengthy info/update here that explains a lot about desync, melees and connection issues etc.

https://www.halowaypoint.com/news/closer-look-halo-infinite-online-experience

One thing that struck me as odd was the following quote

"The first thing I would like to stress is that player collision is enabled against enemies. That said, cases where you phase through enemies are not intentional, so let’s explore what’s happening there.

Due to latency, movements that you make on your machine will take time to arrive on the server and therefore the state of the world when the moveme…"

Yeah click the link and read it, it has pictures too.

Anyway, like I’ve mentioned before, I’ve deliberately matched against friends (real life ones, weird I know) on the opposing team and we were talking on the phone, trying out different things. We were constantly walking through each other. If you’re telling me collision is on for enemies, I’m wrapping this foil tighter than it’s ever been wrapped before. I’m not lunging through them (well I am as well) I’m walking slowly through them.

I’m gonna obviously have to arrange this again and get clips :roll_eyes:

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If I had to guess collision is only enabled for specific things like melee.

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Not according to them, read the story in the link

You can scroll down to the big bold title " MELEE AND SHOT REGISTRATION ISSUES"

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Yeah, I’m pretty sure it’s their latency compensation system that’s got the two players in different positions since collision seems to be processed at the server. Basically - it’s a bug IMO.

Thing is, if it’s a bug/latency issues, I’d expect it to happen some of the time and especially if players are moving quickly and/or lunging but it wasn’t we were walking slowly trying our best to find any collision at all.

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Not latency issues on your end, but rather the systems they have in place to compensate for latency. The time warping they talk about doing, basically. That whole system ties into the game state, including collision, and if it’s got a bug, even if you’re at low latency (you always have SOME latency, as a reminder), it could be doing something out in left field and making you not collide.

Remember, it’s trying to compensate for the latency of the data packet getting from your PC to the server AND for server processing latency AND for the return latency, and this system always runs - even if you have like 15ms ping. It’s going to try and compensate for those 15ms and compensate for the return 15ms and compensate for the processing time. And with a bug in that system, it’s never detecting that you and your friend were colliding on your screens, since it never let the server calculate that you were colliding.

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Stood facing each other and pressing as slowly as we could on the thumbsticks, stationary inside each other (the jokes🙄).

I can’t believe this was latency, we were stationary for 10, 20 seconds literally as one being :joy:, not lunging, not running, not moving.

Never seen any phasing at all in any other halo yet this was every time for significant time. Not buying it, conspiracy, get my hat, I’ll be in my bunker.

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I’m not saying it’s latency, I’m saying it’s an issue with the system they use to try and compensate for latency, which is in effect regardless of whether or not there is an actual latency problem.

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Yea if collision is “on”, I’m guessing collision only happens when spartans are near exactly lined up. As I’m clipping through people all the time (running, jumping, falling). I don’t know what the answer is but I find all of this frustrating.

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I’ve watched a couple videos now that directly show enemy collusion being on though.

I just honestly think the cases of “permanent desync” in a game session are happening so regularly that we’re all experiencing enemy collision barely ever happening to the point we think it’s off. It’s the simplest explanation though, and it explains a lot of the inconsistencies in community investigations.

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This is all good and well, but in my opinion, collision needs to be on for everything, enemies and friendlies.

I believe melee isn’t the only problem it creates.

Also, maybe having it on across the board leads to the system having to make less “calculations”, not needing to compensate for different enemy/friendly scenarios…if that makes sense.

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Do you have links? Not saying “prove it, I don’t believe you”, I genuinely want to see some because other than the videos I’ve done which prove that it’s on in training mode, I haven’t seen any that prove it’s on in matchmaking

Yeah absolutely on for both ideally.

I’d also like it to be an option for future custom game/forge options to cater for different ideas creators want to do. Some may benefit collision on, some off.

Here’s one https://youtu .be/n29ZWArkNz0

There’s also a reply bot on reddit that puts a video link reply into posts about desync. Three video shows two enemies on the sword platform on recharge being able to push each other around, and not phase through each other

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player collision? there is non
either their servers are genuinely this terrible, or the hit boxes for the ‘collision’ is this bad. because either way… the hit boxes for collision is busted

for example… fazing through someone and melee-ing thus back smacking them even though they’re behind you and not in your sites. and due to there being no collision, the lunge just doesn’t work at times because you’re in them and for some reason the melee itself doesn’t register… etc…

mind you, my connection is around 60 ms on average. not the best, sure. but good enough for other games to not experience this amount of terrible connections

so again, either there REALLY isn’t any collision and 343 is lying once again. or their servers are worse than Team Fortress 2’s (pre bots)

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Oh cmon… I even posted just after launch that the melee is probably messed up due to lack of collision. Cant believe I was right.

Very interesting -,this is the kind of speed we were experimenting with and definitely were not seeing those results.

and this is why matchmaking should always be based on ping not skill

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This is the thing, we’ve all been saying that collision being off is causing a lot of the melee problems but they’re saying it’s on for enemies and it’s down to desync etc not collision

Maybe what the guy was saying about the latency is that it’s built into the server’s function as some sort of failsafe to server handle all the traffic 343i was expecting for Infinite but only had on day one

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