Is there any reason why the hitboxes in the year of our Lord 2022 still arent 100% analogous to the character model...

Is there any reason why the hitboxes in the year of our Lord 2022 still arent 100% analogous to the character model? I refuse to believe that the technology "isnt there yet" or that it takes too much processing power to calculate all the collisions. This is doubly egregious in games like fightings or Soulslikes which have one button combat so you'd think they would do the one job of representing that combat as faithfully as possible right.

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>make the hitboxes accurate
>"DUUUUUUUUUDE WHY AM I MISSING"

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Mordhau has accurate hitboxes

it's not that great a game but it is at least known for being able to properly dodge in it

Not saying it would work for every game but Blade of Darkness had near pixel perfect hitboxes in 2001 and it was all the better for it. No iframes either, dodging only quickly moves you out of the way without making you invincible and it works well

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Not a fightan fag. Why is skullgirls bad? Genuinely wondering.

It's for balance reasons

It's all about how the game feels, not what would be 100 percent accurate. This goes beyond fighting or even competitive games in general.

All hit boxes should start literal, but keeping them there through the balancing process is asinine, and I think most modern fights have managed to get away from the really nasty examples of the older fighting games. You also can't and shouldn't adjust 2D, 2.5D, and 3D hitboxes the same way.

I think Smash was on the right track by adding those wind cutting effects to hitboxes that are larger than the actual move.

a lot of people new to fighting games like to obsess over data rather than seeing how moves work in practice, so if you see a jumbled mess of hitboxes without understanding the functions ir's easy to go "wow this is so complicated". Modern gaming audiences literally can't handle the under-the-hood data, it's why fighters and FPSes have so many channels dedicated to looking at the numbers/boxes that essentially boil down to peopel going "wow look at this".

You really don't know? Gameplay would feel awful, you would constantly miss because of some 1 pixel distance difference

None of them are inherently bad. The only downside to Skullgirls is how much unnecessary time it takes to set the hitboxes for each frame of animation, especially when a few big hitboxes accomplish the same result. They realized this and stopped making the hitboxes so precise for the DLC characters.

because some games want to make for example filia's drill to be able to hit under without whiffing between legs. it just depends on how the game wants to be balanced. sometimes a game want's to have disjointed hitboxes and sometimes a game doesn't

Its easier to balance

/thread

2022

Fighting games still can't get hitboxes right.

Meanwhile Sekiro, a massive open-world game has massively better fighting and hitboxes.

Why are fighting games like this?

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lol

Retard

pcgamesn.com/sekiro-shadows-die-twice/sekiro-hitbox-porn

I rest my case

feel > fidelity. sometimes our perception lies to us and 1:1 does not always translate; this is where the role of the designer enters

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If you want to see how accurate hitboxes would look like look at late stage Chivalry.

it's not and anyone telling you is retarded and doesn't play fighting games, the game is just gonna be balanced differently and thats fine.

I can only imagine someone who wants hitboxes to exactly match the weapon model in a souls game has never actually played one or they'd immediately realize how fucking retarded that would be. Don't get me wrong souls games can have some dumb hitboxes but 1:1 hitboxes would be a whole next level of retardation.

Because if they were accurate to the model (like skullgirls is) a lot of people would get mad about whiffing/inconsistent combos. Mostly for more realistic games like SF or Tekken since they won't do shit like this.

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a lot of shit that happens in souls games isn't actually hitboxes being good but shit will give you upper body invincibility and stuff

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100% accurate hitboxes are computationally expensive.
CS:GO solved this problem a while ago.

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Mortal Kombat has hitboxes that are "100% analogous to the character model" and people hate it and complain about it all the time. (or at least they did in MK9 which was the last MK game I cared about) It creates inconsistencies like moves whiffing on certain characters, 'hurtboxes' shifting with things like breathing animations or stances, etc.

2D hitboxes are easier to balance and are more consistent.

>Why
Generally speaking, it's a lot of effort to finely tune hitboxes to be super close to the character's visual model and likewise their attacks/spells/etc.
And for most games, super fine hitboxes are not necessary. Like platformers, puzzle games (lol), and similar.
In some games, super fine hitboxes can feel as bullshit as bad ones because "What the fuck, my attack went right through him!" (In actuality, the attack went through the open space of the large foe's legs, just barely missing them as they slowly were backpedaling, combined with fine detail weapon reach making weapons feel shorter than they visually appear, leading to hit fails).
How a developer decides to handle hitboxes can actually wildly alter how a game plays as a result.

more changeable, plus you don't as often run into shit like MK having you drop a hit because of the opponent's idle animation, or the infamous Skullgirls jank where Cerebella could dodge a sweep with her run animation (jank which got patched out with the addition of Cerebella's dick hitbox)

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>singleplayer game where all the "neat" hitbox interactions favor the player character
>versus a fighting game where "neat" hitbox interactions now suddenly favor the opponent as much as you, and now your jump-ins are terrible because your jK whiffed by a pixel and now you're eating shit to the opponent's otherwise unsafe AA starter

Is there any games, of any genre, that atleast semi-realistically replicate the human body, and injuries to bones/muscles/joints/veins etc. Not just damage taken, but also affecting the player/npc the same way it would in real life?

They're not "bad", just kind of pointless. Skullgirl's hitboxes were meant to try to be as accurate to the animation as possibke and ended up costing a considerable amount of money to make only to really have no major effect conpared to your standard hitboxrs. MikeZ himself said he regrets overcomplicating the hitboxes, I get tbe reasoning and can't blame the idea but ultimately it was pointless.

Toribash?
ARMA maybe?

Post more hitboxes

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DF, Rimworld
some (true) rougelikes IIRC
any 3d game would require hefty IK animation system (like Euphoria)

Nice hitboxes haha very cool

HOWEVER

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Apex hitboxes are pretty accurate but also kinda wacky when you compare each character, Gibraltar is XBOX HUEG while Wraith is tiny and crouched down

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jumping in elden ring gives you lower body invincibility for instance.

toss cdda in the pile

>DI in
>get uptilted
>DI out
>get tippered
and that's why I started playing Mario

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mario is very honest and fair

Arma doesn't. ACE does.

I can't wait for ranked so I can expose all these little bitches that quit/have mid match meltdowns over my sick Mario

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But how did he get that far before realizing it was a pointless and expensive endeavor? Didn't the team experiment to test if it was worth it or not?
>make accurate hitboxes for 2, maybe 3 test characters
>also make those same 2/3 characters but with simpler hitboxes
>test a bunch of scenarios and see if the accurate hitboxes represent a relevant part of the total of interactions, and if the differences between accurate and simple hitboxes are big enough to justify working on accurate hitboxes to begin with

Yeah I was hoping for a proper 3d realistic gore simulator, I guess either the processing power required is to high or nobody really cares enough to do it properly. I always loved fucking around with all the needless detail in MGS games.

What do you mean by ACE?

ace mod

>have perfect 1:1 hitboxes
>now need a new combos for all characters and also specific distances
>no one plays the game

SF4 originally had pixel-accurate hitboxes and playtesters hated it.

SoulCalibur at least somewhat does it where the atttacking hitbox is the weapon model.

Is there any reason why fighting games have such shit netcode compared to every other genre?

God I love this game.

They were meant to be products (from the game design to the mechanics) of the arcade.

I know that but its been decades since arcades have been relevant for much of the world...

Because those retards are manically afraid of servers and whole 1 frame of input delay. So before rollback they had to use shitty p2p delay based netcode, settling down to few frames of delay anyone but with all faults of p2p connection.

hitboxes are one of the tools used to balance moves that are too weak/strong. making hitboxes that look exactly like the animation removes that balancing tool. it's the same reason an arrow can do more damage than a bullet in video games, it's about fun.

It's all peer to peer, and some people think wifi is acceptable

and the devs somehow thought this wasnt a huge advantage. Fucking retards

I swear they removed/made wraith stand up more because of how hard she was to hit like a couple of seasons ago.

>Sekiro, a massive open-world game

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If you tie your hitboxes to the sprite you can't change them for balance reasons later without redrawing the sprite (or redoing model animations/vfx) which is expensive.

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fpbp. idk why there is an autistic obsession with making hitboxes """realistic""". game feel is always more important

because then every single frame of animation matters for balancing. There would be a lot of instances where by simply jumping a specific character could jump over many attacks for no reason.
Skullgirls had to add an invisible "dick" to one of the characters because some frames of her walking animation would be able to walk over grounded projectiles.

>a massive open-world game
lol

Makes certain combos and moves inconsistent on a character-to-character basis in exchange for absolutely zero tangible benefit. It looks like the most "safe" way to implement hitboxes from an outsider's perspective, but in practice it's the most janky.

America is not Japan

They did, Wraith now only hunches her back, her legs are straight.

It becomes a big pain to manage. The general idea is that you want moves or states or whatever to fulfill a specific kind of role, unless another character is defined to defy that. That can quickly become an issue if not accounted for. It's been a while, but I vaguely remember is stuff like Big Band having to get adjusted because his hitboxes lead to him having issues with crouching opponents that they didn't intend for him to have (someone can correct me if I'm wrong, since this would be a long time back).

Consistency is super important, because having a solid grasp on what your moves do is what allows you to use them in setups and combos n' shit. Character specific stuff is generally limited to basic ideas and used in specific scenarios. Even with something like Sol's sidewinder loops in GGACR, which requires you to hit a specific, small hitbox on their body to get the Clean Hit, it's pretty simple because you're dealing with it in mid-air, in a combo, and it's pretty much always their chest.

Gamefeel.

Sometimes it seems like it's hitting but it's not, so it's more important to make it hit so the game can continue "flowing"

Kirby does something like that
youtube.com/watch?v=RFbxi0faiec

Hitboxes and all that shit help to "atone" this kind of problems so the game is FUN.

Realism doesn't have a place in videogames

Bushido Blade. Hellish Quart for a more modern version.