Thanks Jay,

I did some measuring, and it had very little impact on performance. It
turns out, near misses are pretty frequent (must be those 30
raytrace/sec weapons)!

Nic2:

Try putting the call to SetSurroundingBoundsType at the end of the
spawn function, just in case something in the baseclass is overriding
it


-Teddy

On 1/16/07, Jay Stelly <[EMAIL PROTECTED]> wrote:
I tried to answer this in the wiki page:

"USE_SPECIFIED_BOUNDS could also be used to solve this problem by
specifying a constant box that is always larger than the space occupied
by hitboxes in any animation. As a tradeoff, this will be cheaper than
USE_HITBOXES as the player animates and moves, but more a conservative
boundary resulting in more hitbox queries happening against ray tests
that miss. The highest performance method will depend on the mod's
number of players moving vs. number of ray/box traces computed against
players (and how many of those queries actually miss)."

It really depends on several variables (like how many rays are near
misses, the number of hitboxes and the complexity of the player
skeleton).  The only way to determine "exactly how much" is to measure
it in your mod.  HL2 uses this method for striders' bounds so it's not
insanely expensive or anything, just more expensive when you have only a
few ray traces nearly missing players in a frame.  It may be less
expensive if you have a enough rays being rejected as a result or less
expensive if the animation of the player varies enough to require a
large enough USE_SPECIFIED_BOX.

Jay



> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> Sent: Monday, January 15, 2007 7:29 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Player HULL vs HIT BOXES
>
> Exactly how much more load does USE_HITBOXES put on the
> server, say for a 16 player with a similar amout of raycasts
> as counterstrike (for example)?
>
> I've found it gives much more accurate reg on player's
> extremities, but i wonder at what cost?  Would it be cheaper
> to make an exagerated bbox using USE_SPECIFIED_BOUNDS
> (considering all the extra ray casts that may collide)?
>
> On 1/11/07, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > Hitboxes are only tested when the ray/box trace intersects the
> > surrounding bounds of the entity.  For players the
> surrounding bounds
> > are simply the collision hull in world space.  In your case
> that won't
> > work so you'll need to modify the surrounding bounds.  I
> just wrote a
> > page on the wiki that should answer your question:
> >
> > http://developer.valvesoftware.com/wiki/CollisionProperty
> >
> > Jay
> >
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Minh
> > > Sent: Wednesday, January 10, 2007 11:01 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Player HULL vs HIT BOXES
> > >
> > > I believe any hitbox that lies outside of the player's
> hull cannot
> > > be hit. I am pretty sure you must keep your hitboxes
> inside of the
> > > hull. So you cannot make your hull too small or else the
> traceline
> > > will not detect the hitbox.
> > >
> > >
> > > ----- Original Message -----
> > > From: "Niclas" <[EMAIL PROTECTED]>
> > > To: <hlcoders@list.valvesoftware.com>
> > > Sent: Wednesday, January 10, 2007 2:44 AM
> > > Subject: [hlcoders] Player HULL vs HIT BOXES
> > >
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ] I changed
> > > the player
> > > > hull and view to very low and now it seems like I cant hit
> > > the model
> > > > over that hull (projectiles go right through) even
> though that the
> > > > hitboxes cover the whole model (custom model).
> > > >
> > > >
> > > > - Nic2
> > > > --
> > > >
> > > > _______________________________________________
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> > >
> > >
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> > >
> >
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>
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