Just scroll back in the forums for about 2 years and see all the discussions about server side/client side hit detection.
You are correct. I remember it too. It was bad time for everybody, including me.
But as you point out that was almost 2 years ago. This is now.
Comparing "SSHD" to ROOST is relevant, because it was working then.
It also worked in the early beta testing, but it was horrible especially on 64 servers after release.
And it was bugging the hell out of everyone including veterans from ROOST and DH.
Anyway. Let me once again try to explain what I perceive is is wrong.
First. Keep in mind.
I only play on 64 servers and I've only tested on 64 servers when they are full.
My first I thought was that it was a problem on my side. So I checked and tweaked hardware, BIOS, OS, drivers, ini files etc.
But nothing I do on my side have any effect on the problem I'm observing.
And what I'm observing is a again, warping, stutter, frame skipping in the movements of the players or tanks.
Its observable on all 64 servers, but again it varies pr server and also from player to player.
Some players warp or frame skip more than others.
Its normal for the gameplay experience to change from one server to another.
But here's the thing. The inconstancy I observe in the player movement remains regardless of the ping.
That being your ping or mine. And again. My FPS or graphics settings or ini tweaks has no effect either.
With the old hit detection method, you knew a player had high ping when he was frame skipping.
But how do you explain it when it happens everybody, including low ping players.
This is why I say, it looks like lag but then again its not.
Here's how I came to realize this is a server problem and possibly hit detection method.
I was testing some ini tweaks, server tickrate etc and jumped into the first available FULL 64 server.
Suddenly the gameplay was BUTTER SMOOTH and all observable players on the server was fluid in their movements.
No stuttering or frame skipping, anywhere, it was Night & Day by comparison
I got extremely exited and thought I had finally found the cure by tweaking the engine.ini file.
I didn't even stay to finish the round. I exited the game and saved the ini file and made a promsise to myself not to touch it again.
I got back into the game on jumped into the first 64 server.
But the smoothness was gone. I thought WTF and jumped from server to server but it was gone
That's when I started to realize the problem I was observing was ALL related to servers.
At the time of my first post. I didn't know we had both Hit detection methods in use. But I was hinting at it.
When somebody told me a few post after, it suddenly made sense of the inconsistency in target lead I've felt for so long.
But that's only half the puzzle as far as I'm concerned.
There's still that stuttering that completely vanished from one server to the next.
I suspect that "Unicorn" server was running SSHD because the hit detection I perceived was exactly the same as in ROOST and in the early beta stages of RO2 and it was smooth.
But I don't know for sure. It might just be a monster server with all the right settings and Uber hardware.
I've been searching for SSHD Servers since then and found they are rare.
And its hard for me to prove if the stuttering steams from server hardware or settings, or Hit detection method.
So please, If you know about a 64 server running Server Side Hit Detection, let me know.
QUOTE:
So its not so much a matter of liking one Hit detection method more than the other.
Its about having a smooth and predictable experience, witch is all important for leading targets.