Well, lets not forget that the majority of those complaining about latency issues either have agendas
...agendas? What, is this some sort of conspiracy now? What does that even mean?
or are assuming that a client side hit detection scheme would be an instant cure for the 'lag' issues in overloaded servers
I do not see anyone making that claim. Where are you getting that? The closest I can see is that a client-side model would reduce the load on the server to a degree, but the most that would do is push up the number of players a server can handle before being overloaded, and slightly better handling of shooting when it
is overloaded, but nothing is going to stop people from hosting games with player-counts too high for the machine it runs on.
and and instant cure for the hit detection issues some people claim they have constantly.
Of all the complaints of bad hit-detection I've seen, the vast majority are quite clearly an issue with the expected results being different from what ended up happening, due to the network delay. The target is moving, and where the shot was
made is no longer where the target is some ~100ms later. Usually something like unloading on someone at close range that is moving to the side, and while it looks like every shot should hit, none do, because the shooter isn't leading by enough (A distance that can be over a meter ahead of the target at point-blank range).
The occasional other "hit-detection" complain tends to be either clipping geometry (Rare, as the game does a surprisingly good job of letting bullets pass where they should; a few train-car ladders and such in Station blocking bullets passing through what should be open space is the only example that comes to mind), or from not understanding the damage model of the game (Particularly the very low damage cap for foot/shin/hand/forearm), which can result in someone shooting a person many times for no noticeable result other than the puff of blood. For all the complaints of hit-detection bugs, I've never seen a clear-cut example of a shot that absolutely should have hit, considering all of the above, yet fails to connect. If there is a legitimate flaw in hit detection, it's lost behind the significant number of shots that miss due to the network delay to the point where it's questionable that it even exists.
I'm still trying to figure out what that 'dieing behind cover' scene was all about. Smoke and mirrors I presume as it was in no way representative or indicative of what most are talking about.
Many people have complained that client-side hit-detection needs to be avoided because it will introduce that "dying behind cover" illusion. Many in this very thread. Many even after the video was posted showing that it happens with the current networking model, anyway, making it impossible for a client-side model to "introduce" it to the game. It's the same reason people are saying that a client-side model will introduce warping, or remove ballistics. It's because some people do not understand the details of the different networking models, but are perfectly willing to make wild speculations about it despite this.
Ok, so the worst thing you can see in the game is something like in BF3, where the hitbox is client related, and you have "ping compensation" often dying even you have ran away 5 meters behind solid cover. For example, you are watching the small corridor on your ironsight/optics, and first you die, then you see enemy, then you hear the shooting.
...like this. "Dying behind cover" is already in RO2. Mind that the only way you'll ever
get 5 meters behind impenetrable cover "before" dying is to have a total latency of over a second, while sprinting.
As for dying
before you see the opponent come around the corner, that would only be possible if there's some significant packet-loss going on and causing such significant warping that the movement data is lost until
after the shot data has fully resolved, which is fairly unlikely. It is also, again, a matter of data lost in transmission, not something caused by the networking model. Depending on how they transmit shot data, it can happen on a server-side model (Like RO2), too.
Since the server transmits movement and shooting information to you as it gets it, an un-choked connection would not only show the person moving out before shooting, but the timing of the other person's action would appear exactly the same whether it were a client-side or server-side model.
Other thing, is that you clearly see enemy "healthbar" droping on the zero, but suddenly he survives, you die and his healhtbar jumps on the half.
That means that DICE made the curious decision of having the client "predict" what damage it was going to deal on the client-side, rather than waiting for the server to confirm the damage, send back the confirmation, and then show the damage done. Basically it means the shot that killed you reached the server before your shots did, and since you were dead when your shots arrive at the server, it invalidates them; that information gets back to the client, and it cancels its predicted damage. Because of the networking delay, you see yourself making several shots, but the server decides they were invalid because you were dead. Essentially, you get the same thing now in RO2, where you can shoot a person square-on, but because his shot already killed you on the server it never lands.
Basically, this effect has nothing to do with the networking model, but instead has to do with the client predicting events. I'm generally against client prediction -- as a friend put it, it's essentially the game lying to you. In situations like this, it also makes it much less apparent as to what is actually going on in the game. A similar effect in RO2 would be introduced if you had the client decide when to show the blood-puffs produced by hits, rather than waiting for the server to confirm it. Many games do it this way, even. I imagine it would be a very bad thing in RO2 with its current network model; Shooting at a moving target, you'd get blood-puffs only when you're making shots that, due to the network delay, could not possibly hit, while the shots that do, produce no visible effect.