Addressing Hit Registration Issues

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Hello everyone,

After returning to perp recently I've been hearing and seeing a LOT of complaints about the hit reg on the server. As we all know hit reg has never been gmods strongest point, but recently it feels like there has been a noticeable increase of complaints compared to before (coming from someone who used to play back in 2023-2024). I've seen a lot of different explanations being thrown around and to me it seems like no one has a definitive answer to this so I started looking into it more.

Before going further let me show show you some examples of what I'm talking about if you have no idea (might have to copy paste some links into your browser)



https://medal.tv/games/garrys-mod/clips/m8hCJKPv1pXxJ4sBf?invite=cr-MSxnSGgsMTYxMDM0NDEy&v=12

https://medal.tv/games/garrys-mod/clips/lKnb4JhQY6CbVa2_x?invite=cr-MSw2RzgsNzExMDk4Mjg&v=60

https://medal.tv/games/garrys-mod/clips/m3mbq8r14Q4XwtfLj?invite=cr-MSwyMjMsNjE3MzcyOA&v=11

https://medal.tv/games/garrys-mod/clips/lT4I55PIdKG-55quI?invite=cr-MSxrRWcsNzExMDk4Mjg&v=60


As you can see the blood splatter comes out but no kill, it doesn't matter if the target is standing still or moving


From searching the discord and forums it seems like this issue started happening around early June/July (thanks to @MJ. and @Baba for bringing awareness about this early on)
1772297824870.png

So I started by looking through update logs since I’d seen people suggesting that recent updates and new content affected the hit reg. The last update I could find that could be related to this and happened before early June is an update log from April 1st and found this:
1772298492736.png

Also compared tickrate by looking at old videos vs recent and yes it used to reach higher amounts but the difference isn't that crazy. So my guess is that either this update caused it or a different update that was pushed related to hit reg and wasn't made public. Really hope people will look into this because it ruins the experience for a lot of people.

Feel free to share your opinions and experiences on this :)
 
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There has been times ive just stopped playing for days because of how ass the hitreg is, it has gotten alot worse since early v6 late v5 which is around the time that update you posted was from, around the same time as the car bug came out

Idk if its just me but since the server was closed a week or two ago for the queue to be tested one night by peeps ive just had non stop hitreg issues, non stop lag, ive had to do stopsound 10x more it just isnt nice to be on the server rn, even people in teamspeak are lagging for me and my friends which has never happened before could be coincidental just figured id throw out my experience
 
With a lot of players on, high quality vehicles with a lot of detail, a lot of actions being made by players that need to be processed/saved by the server at the same time, +the map that is very detailed. With all of these the server is under constant pressure and, I believe, is the main cause of the hit reg issues.

For me personally, hit reg issues mostly happen at high pop, when the server's full
 
Hitreg issues stem from the low tickrate the server runs on (20 ticks per second). It fails to hit 15 T/s at high pop, thus desync follows. Not much can be done regarding it.
 
I think this has been addressed a few times, but it isn't really fixable, not without dropping the number of players.

GMOD servers are not super efficient, yes tickrate can be increased but the higher the tickrate, the worse the server is going to run and the more it will lag, it's a double edged sword.

The primary issue is not ping but the low tickrate, tickrate is how often the server updates information and broadcasts it out, the primary issue here is player location, while the visible model may be in one location, the server actually hasn't yet updated where that model is. With how old GMOD is now however, it isn't really solvable, the server is already pushed to its limits with a high quality/large map, detailed models and all the other stuff running in the background.

Increasing tickrate = less players + more lag
 
Hitreg issues stem from the low tickrate the server runs on (20 ticks per second). It fails to hit 15 T/s at high pop, thus desync follows. Not much can be done regarding it.
I don't think this specific issue is because of the tickrate because even before this issue existed, the tickrate usually hovered around 20 t/s dipping to below 15 which is pretty accurate to what you said and of course it's consistently lower now which is understandable because of all the new content, server reaching max player count etc.
 
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