Killcam Accuracy

Before everyone starts raging about how bad it is or whatever your qualm with it maybe, I’m here to ask with reasoning. So please don’t turn this thread into a ragefest.

My question is, why is the killcams way off target 80% of the time? Meaning it’s not accurate. I’m simply curious as to why the feedback isn’t aligned with what actually happened is all.

Anyone have a legitimite answer for this?

Its broken. That’s why. Probably due to the servers or something I would guess

But yeah, it doesn’t belong in Halo working or not working.

343 cheated off the guy who flunked COD killcams…

I’m not sure why killcams are in the game at all. They should be removed cause their always so far off its not even funny. Remember how final killcam was in the game on day 1?

I think they work just fine.

in cod

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Anyone know if it’s the same with killcams on Lan connection?

Just wondering basically if it’s due to the lag and killcams not in sync with lag compensation and stuff like that.

Or they really are just plain broken no matter what atm.

You ever wonder why you’ve never been able to view (in theater) anyone else in the game in first person? Yah well what you see in kill cams is the reason. Whatever Bungie did and 343 is doing now with the netcoding it simply doesn’t lend to aesthetically accurate views of what other players are doing from their perspective.

Source: Bungie podcasts from years back outlining the theater system and why you can’t do certain things (like view other players in first person). Granted other games don’t have such limitations but they probably built their kill-cam system from the ground up rather than coopting an existing replay mode (which in our case was originally made with other things in mind.)

> <mark>You ever wonder why you’ve never been able to view (in theater) anyone else in the game in first person?</mark> Yah well what you see in kill cams is the reason. Whatever Bungie did and 343 is doing now with the netcoding it simply doesn’t lend to aesthetically accurate views of what other players are doing from their perspective.
>
> Source: Bungie podcasts from years back outlining the theater system and why you can’t do certain things (like view other players in first person).

I thought the reason for that was so people couldn’t steal clips and claim it to be them playing in say a montage, but i could be wrong or that is allso one of the reasons.

> Before everyone starts raging about how bad it is or whatever your qualm with it maybe, I’m here to ask with reasoning. So please don’t turn this thread into a ragefest.
>
> My question is, why is the killcams way off target 80% of the time? Meaning it’s not accurate. I’m simply curious as to why the feedback isn’t aligned with what actually happened is all.
>
> Anyone have a legitimite answer for this?

The networking model used by competitive multiplayer in Halo 4 is very much limited by the upstream bandwidth of the host. This means that the game must be very efficient about how much information gets constantly sent to each client to update the state of the game world on their console. The orientation of enemy player characters does not need to be kept all that precise in order for the main gunplay to flow as desired.

Halo 4’s killcam system works by having your 360 directly replay what it saw, just with the camera first-person’d on the other guy. Since your 360 never received precise orientation information about the guy who was shooting you, well, their reticle’s position isn’t going to make much sense.

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Better kill cams in other series presumably either somehow request replay information from the person who killed you in order to construct kill cams (so that you see the situation from their console’s view), or else use the way shots were registered during the fight combined with what little is know about their orientation to fake the kill cam orientation of their player character. Or other such witchcraft.

I hope who ever moved this realizes that this doesn’t just apply to matchmaking but custom games as well. That’s why I didn’t post it in the Matchmaking forums.

> Better kill cams in other series presumably either somehow request replay information from the person who killed you in order to construct kill cams (so that you see the situation from their console’s view), or else use the way shots were registered during the fight combined with what little is know about their orientation to fake the kill cam orientation of their player character. Or other such witchcraft.

Hmm, aiming at where the bullets registered. That’s clever, because the visual decals do seem quite accurate.