I’ve spent the past week working on a new hitreg system because, honestly, I wasn’t happy with how PS3 hitreg felt.
I wanted to understand what I could actually improve while keeping the gunplay people enjoy.
I researched games like VALORANT, CS:GO, PUBG and Fortnite. What stood out was the importance of consistent timing, responsive feedback, and accounting for what the shooter saw—not just where the target is when the server receives the shot.
valorant's netcode explanation illustrates that particularly well.
That’s the kind of consistency I want here too, even with the limitations of the existing client.
I kept client-side bullet simulation and head/body detection because the client has the detailed animated hitboxes. My server cannot reproduce every animation precisely enough to replace that decision.
Instead, I changed how the server examines hit reports. It now uses available shot information and a history of player positions to check whether an impact is plausible. It also records the results, giving me better evidence to investigate bad hits and flag potentially fabricated reports.
Alongside that, I added adaptive interpolation, 90 Hz client physics and movement updates up to every 10 ms, with servers running at 128 Hz. The aim is fresher opponents to shoot at and finer simulation timing.
This will probably be the last update to my version of H1Z1. I feel like I’ve accomplished what I originally set out to do and brought it to the point I wanted.
I’ll publish my work on GitHub so anyone interested can explore it, improve it, or continue working on it. If you need specific code, tools, or explanations for your own project, feel free to reach out—I’m happy to share what I can.
Thank you to everyone who tested, shared feedback, and supported the project 🥹🙏
#PS3 #PS5 #H1Z1