@@colbyboucher6391 While we know most frustrations are lag induced, there are more than a few jank weapon and attack hurtboxes in DS3 that are clearly oversights (e.g. Nameless King thrust).
Seeing the weapon boxes, kind of wish they were more pancake instead of cylinders. But then again, that could get real annoying. Not Morrowind dice roll annoying, but definitely close.
Cylinders are the cheapest shapes to calculate next to spheres (yes even cheaper than boxes). If you would scale their height or width, it would increase the calculations a lot more, since the end of the capsules wouldn't be a perfect half sphere anymore.
@@themattbat999 no worries. I find the Morrowind dice role system more egregious to something with giant hit boxes myself. That’s the biggest improvement Oblivion made to Elder Scrolls if you ask me.
Seeing how precise the hitboxes are, do you think you could do another vid on why lag effects them so ridiculously? Don't think I need to elaborate for anyone who's been playing DkS for awhile lol.
it also changes the timing of your swing, if you angle yourself so that the END of your swing animation will be what lands, then effectively you've made the move take more time. That can throw off people's parry timing since weapons all have start-up and can be practiced against thusly. On the contrary, if you turn INTO the person so that they're hit at the very start of your swing, it can often (and with the right weapon[s]) be fast enough to not give the player time to react. The unlocked pvp meta in this game was like nothing I've ever experienced before or since. Definitely not a perfect game but boy howdy did they do something special here.
Hmm, this actually explains a lot of my frustration with DS3 hitboxes. Player hitboxes are fine, weapon hitboxes themselves are also fine, the problem is WHEN those weapon hitboxes start frame-wise. 2-handed GS in particular being able to hit you half an animation earlier if you are too close - it is useful to know it isn't because of the latency or packet loss.
the weapons hitboxes ar enot exactly fine either... in Devil May Cry they look like long boxes , here they look like GIANT bridge-support pilars . Of course you ar egonna get hit when the weapon is actually a huge beisball bat
It's interesting, the body hitboxes are pretty tight but the weapon boxes are huge. I wonder how differently the game would play with more accurate weapon hit boxes
Probably better, at least for a lot of weapons. Big weapons should still keep the shockwave hitbox when they hit the floor but I think nobody would miss being killed from a mile away by a straight sword.
id think of big hitboxes as compensatory for lack of full character articulation, like how that immediate area glow mitigates lack of touch faculties in dark areas.
For a second I thought I could use this knowledge to my advantage in PvP until I remembered that one host who hit me with a dagger despite my farron great sword length of spacing, and that lag is eternal
Been trying to find resources on how different games use hitboxes so I can reference them for use in my own game(s) and the stuff I've been finding varies heavily in quality. This video, however, was extremely useful and it's almost shocking how much things just clicked for me after watching it. Thanks a ton.
I find these examples of using spacing with the animation lunges really helpful. I go about spacing just like that and it makes pvp a lot more fun when I can pull it off right.
Love these insights! Just as a little addon those are Capsules, not cylinders. Which give them the extra advantage of the fully rounded body to more easily fill shapes (character) especially at joints :)
well you did it nice video I call them HURT boxes tho i know they are technically the same it will be fascinating making it like a mod than makes the game run to ultra potato and shows only the essentials downgrading all the textures how the players will change their strategies also have you seen what causes the double hit in the super pin >400 state?
You talking about spear or halberd double hits? I guessed it was both hitboxes hitting and registering their hits on the same frame, bypassing the normal limit of 1 hit.
So the hitbox of arrow/bolt projectiles really is small as the actual arrow/bolt model? I wasn't expecting you to be able to show through such small gaps, does it work the same for spells such as magic darts and lightning spear?
Idea: adjust all the hitbox activation timings to only reflect when a weapon is in actual movement and would properly deal damage realistically; this would probably remove most of the "hitting from behind" things from nearly static weapons in their animations. I would be curious to see how PVP would fare when everyone has to actually hit during or close to the apex of a swing. You could go further and just have it do a small amount of scratch damage at the ends of the curve and remove poise breaking or reduce it, but I think that'd be a little bit overkill.
doing no roll/sprint fights really teaches you the character hitbox and how your attacks and movement change it. I remember got a debug tool to check some hitboxes and found the toggle for the character's hurt box, and I was pleasantly surprised to see my suspicions confirmed that it actually matches your character model very well. A simple demonstration is the curl-up gesture against pontiff's magic or honestly a lot of bosses' melee attacks that don't hit the floor. I'm glad to see you make a quick video on it (with some cool demonstrations and clear visuals as always) because it goes underappreciated just how good the hurtbox is.
I've got a question, how big are enemy attack hitboxes? Do they stay within their animations or do some, like fire breaths, extend outside? Bc I've died a couple times from a couple attacks that seem like they'd miss but chipped my health away anyway. Would be cool to see how they look like.
Great video. I think the time has come... can you show the hit boxes from one of the series' most notorious bosses, Dark Souls 2's Pursuer? Maybe some other wonky bosses too?
As someone whos done a bow only run, im fairly confident some enemies have gaps in their skeleton with how often id see my arrows litterally just pass through enemies when trying to snipe
These kind of videos are always cool, Thank you! 2:30 After this attack, I wonder if it's possible for the attacked unit to get shot by an arrow whilst they're midair. Additionally, what do the various arrow/spell hitboxes look like?
Could you also make a video about boss and mobs hitboxes? Would like to know how much bosses cheat with hitboxes sizes. Artorias and Gapping Dragon comes to mind.
Seeing how the weapon hitboxes are only active for such a (relatively) short time during the actual attack animation, it really makes me wonder how combat would change if they became active as soon as the animation actually started.
Maybe If the weapons hitboxes where more compact some emoji's actions would be able to duck them. Damn thinking about that those different weapon hitboxes would make a complete different combat.
So the hitbox shenanigans that occur so much in this game aren't because of player or maybe even NPC hitboxes, but because of weapon hitboxes being much bigger than they should be, as well as lag as well.
I have only one question regarding hitboxes: "What the Fuck? I'm 100% sure that didn't hit me! This is bullshit!" It's also transferrable to other games.
Looking at this it seems to confirm why some bosses have such ridiculous attack hitboxes: they applied same logic as in player weapons and didn’t bother with proper resizing
Holy crap it's Jon Dark Souls, the protagonist of *DARK SOULS*
"Every Soul has it's Dark" -Jon Dark Souls
@@elliottarancibia7760 "It's always dark before the souls" - John Dark Souls
@@piterkson4344 "The Dark before the Souls is the proper chronological order of events." - Jon Dark Souls
"Guys it's getting kinda dark and somebody mentioned something about souls." - Jon Dark Souls
"Is this some sort of Dark Souls 3 by Fromsoftware"" - Jon Dark Souls
Always was curious how accurate the hitboxes were I am glad to know it's just lag
Thank you
But it wasnt lag. The janky hits that dont always make sense come from the moment the hitboxes appear, and happen to be hitting at the time.
@@colbyboucher6391 While we know most frustrations are lag induced, there are more than a few jank weapon and attack hurtboxes in DS3 that are clearly oversights (e.g. Nameless King thrust).
In general, nothing new. Butt attacks, full damage from weak touches make this game a cripple among melee fighting games.
Nah man, it's not just lag. Look at how massive the hitboxes are for the weapons.
"Every hit has its box"
- John Hitbox, Stand of John Darksoul
this man gets it
ahahahahah
Watching that parry frame by frame was unreal hahah
Seeing the weapon boxes, kind of wish they were more pancake instead of cylinders. But then again, that could get real annoying. Not Morrowind dice roll annoying, but definitely close.
Cylinders are the cheapest shapes to calculate next to spheres (yes even cheaper than boxes). If you would scale their height or width, it would increase the calculations a lot more, since the end of the capsules wouldn't be a perfect half sphere anymore.
Morrowind is mainly an RNG and stat battle
@@themattbat999 I know which is why I referred to its system as Dice rolls.
@@stairmasternem oh, i misread, sorry
@@themattbat999 no worries. I find the Morrowind dice role system more egregious to something with giant hit boxes myself. That’s the biggest improvement Oblivion made to Elder Scrolls if you ask me.
The body hit box is almost perfect for the default mesh but damn those weapon ones are a bit oversized
Miyazaki's gonna be mad when he discovers there are no toe cilinders to make feet hitboxes more accurate.
“ AHH. EHHH. AUUUURRHHHGHH. AAAAAYYYEEEHHHH. AAAAHH. OOOOWUH. OOOOOOUUGGGH. AAAAAYYYEEEHHHH. EEHHHEHH. OUUUGHHHH . “
Seeing how precise the hitboxes are, do you think you could do another vid on why lag effects them so ridiculously?
Don't think I need to elaborate for anyone who's been playing DkS for awhile lol.
Oh I felt like addressing this but forgot to, sure I’ll make a short video on it.
@@Amir0 thank you. As a former pvper it was the definition of pain.
lag effects all things this ridiculously
it's because the "does that person get hit" calculation is done clientside, and the server trusts that information.
Ohh that's why people swing in the opposite direction. Thank you
look up dead angles
Nah this isn't why
it also changes the timing of your swing, if you angle yourself so that the END of your swing animation will be what lands, then effectively you've made the move take more time. That can throw off people's parry timing since weapons all have start-up and can be practiced against thusly. On the contrary, if you turn INTO the person so that they're hit at the very start of your swing, it can often (and with the right weapon[s]) be fast enough to not give the player time to react. The unlocked pvp meta in this game was like nothing I've ever experienced before or since. Definitely not a perfect game but boy howdy did they do something special here.
Some guys swing both ways. But that's another story.
Mr Dark souls, the main protagonist from the game dark souls, famous for his quote “every soul has its dark”
I'm interested in that foot hitbox on the Atrorias flip 👀
I think it’s like a stun hit box so the actual downswing hits properly.
Figure Onikiri ubadachi weapon art has same effect tide to knees
it is for staggering
it’s half the boss arena
“No player mesh. Only skeletal wire.”
Hmm, this actually explains a lot of my frustration with DS3 hitboxes. Player hitboxes are fine, weapon hitboxes themselves are also fine, the problem is WHEN those weapon hitboxes start frame-wise. 2-handed GS in particular being able to hit you half an animation earlier if you are too close - it is useful to know it isn't because of the latency or packet loss.
the weapons hitboxes ar enot exactly fine either... in Devil May Cry they look like long boxes , here they look like GIANT bridge-support pilars . Of course you ar egonna get hit when the weapon is actually a huge beisball bat
This was great! *THANK YOU!!!* 😆
“Things can be easily understandable and predictable”
Internet connection : *Lol no*
ok so we are just a bunch of beans stacked on one another
1:55 ah yes, the b0ckswing (or rainbow) - famous among chivalry players :D
It's interesting, the body hitboxes are pretty tight but the weapon boxes are huge. I wonder how differently the game would play with more accurate weapon hit boxes
Even harder, probably would feel like nothing hits
Probably better, at least for a lot of weapons. Big weapons should still keep the shockwave hitbox when they hit the floor but I think nobody would miss being killed from a mile away by a straight sword.
@@pandemonium2536 abyss watchers intensifies
id think of big hitboxes as compensatory for lack of full character articulation, like how that immediate area glow mitigates lack of touch faculties in dark areas.
For a second I thought I could use this knowledge to my advantage in PvP until I remembered that one host who hit me with a dagger despite my farron great sword length of spacing, and that lag is eternal
Been trying to find resources on how different games use hitboxes so I can reference them for use in my own game(s) and the stuff I've been finding varies heavily in quality. This video, however, was extremely useful and it's almost shocking how much things just clicked for me after watching it. Thanks a ton.
Great video once again! It's more accurate than I thought it'd be, probably because the game is always a lag/latency fest for me nowadays
Those weapon hurtboxes are insanely huge compared to the weapons themselves.
After seeing this it makes so much more sense that SS can hit you while facing away from you
Figured this out thru testing already but thank you. I respect your dedication & love this series
Darek Seoul is one of the finest characters in gaming and literature today.
I find these examples of using spacing with the animation lunges really helpful. I go about spacing just like that and it makes pvp a lot more fun when I can pull it off right.
Love these insights!
Just as a little addon those are Capsules, not cylinders. Which give them the extra advantage of the fully rounded body to more easily fill shapes (character) especially at joints :)
Oopside, totally meant to say capsules, thanks for pointing it out
Great to finally see the character hitbox, I've wondered what it looks like. Thanks!
well you did it
nice video
I call them HURT boxes tho
i know they are technically the same
it will be fascinating making it like a mod than makes the game run to ultra potato and shows only the essentials
downgrading all the textures
how the players will change their strategies
also have you seen what causes the double hit in the super pin >400 state?
You talking about spear or halberd double hits? I guessed it was both hitboxes hitting and registering their hits on the same frame, bypassing the normal limit of 1 hit.
yeah the correct term is a hurtbox, at least in fighting game terminology
Hurtboxes take damage, hitboxes give damage.
Just awesome. This is a really great clip for a game designer. THX.
i wana see what this looks like in an actual pvp match
So the hitbox of arrow/bolt projectiles really is small as the actual arrow/bolt model? I wasn't expecting you to be able to show through such small gaps, does it work the same for spells such as magic darts and lightning spear?
I could watch many, many more slow-mo videos of Dark Souls hitboxes.
Many more.
This poor gentle hitbox skeleton is getting ragdolled left and right
Idea: adjust all the hitbox activation timings to only reflect when a weapon is in actual movement and would properly deal damage realistically; this would probably remove most of the "hitting from behind" things from nearly static weapons in their animations. I would be curious to see how PVP would fare when everyone has to actually hit during or close to the apex of a swing.
You could go further and just have it do a small amount of scratch damage at the ends of the curve and remove poise breaking or reduce it, but I think that'd be a little bit overkill.
This explains the Nameless king attack when you look away.
Please do this kinda stuff when Elden Ring comes out. Im a frame data/hitbox junkie from my years of playing fighting games and this helps alot
I LIKE YOUR FUNNY BOXES, MAGIC MAN.
serious side note, I make peds for GTA5 and their collision mesh looks like exactly the same.
doing no roll/sprint fights really teaches you the character hitbox and how your attacks and movement change it. I remember got a debug tool to check some hitboxes and found the toggle for the character's hurt box, and I was pleasantly surprised to see my suspicions confirmed that it actually matches your character model very well. A simple demonstration is the curl-up gesture against pontiff's magic or honestly a lot of bosses' melee attacks that don't hit the floor.
I'm glad to see you make a quick video on it (with some cool demonstrations and clear visuals as always) because it goes underappreciated just how good the hurtbox is.
I've got a question, how big are enemy attack hitboxes? Do they stay within their animations or do some, like fire breaths, extend outside? Bc I've died a couple times from a couple attacks that seem like they'd miss but chipped my health away anyway. Would be cool to see how they look like.
so its the weapon boxes that are enormous
And yet a man can stand next to my greatsword slam and escape unscathed even though it should of at least hit his legs.
Monster Hunter PS2: Did somebody say funny hitboxes?
I love this now just waiting for dark souls 2 player and boss hitboxes.
theres those gaps in tf2 hitboxes but onlu in certain animations on certain classes so you'll probably never encounter it in actual gameplay
this is so important for game design. thanks fam was wondering how their capsule colliders were setup
I always knew how hitboxes were never perfect. It's really cool to see them directly in game in real time too
Bro I can't wait until this tool or whatever it is becomes available for you in Elden ring. We're going to see some pretty crazy stuff I think
Another good vid by Amir
2:05 Nope, you're wrong, DS2 doesn't have that issue :D
Imagine someone going UI and dodginf by simply walking and looking away
I really want to see more enemies and bosses hitboxes
cool video
never knew that hitbox in ds so big
This explains why great weapons are so OP their hurt capsule is huge.
Dude, DS3's weapon hitboxes are HUGE
Great video. I think the time has come... can you show the hit boxes from one of the series' most notorious bosses, Dark Souls 2's Pursuer? Maybe some other wonky bosses too?
As someone whos done a bow only run, im fairly confident some enemies have gaps in their skeleton with how often id see my arrows litterally just pass through enemies when trying to snipe
Huh. I honestly always figured it was a big cylinder or something
I wanna play the game as the wire mesh hitbox character now
So basically a straight sword has almost the same hitbox as an ultra
Very fair,there's been times where I couldn't believe I didn't get hit,games I grew up with had big unfair hit boxes
firelink shrine invasions when?
Very informative visually.
These kind of videos are always cool, Thank you!
2:30 After this attack,
I wonder if it's possible for the attacked unit to get shot by an arrow whilst they're midair.
Additionally, what do the various arrow/spell hitboxes look like?
really cool to see this. thanks!
Could you also make a video about boss and mobs hitboxes?
Would like to know how much bosses cheat with hitboxes sizes. Artorias and Gapping Dragon comes to mind.
3:40 The f o o t gets an attack box? I never knew it did that.
Wish I knew this when I first started playing ds3 would've helped pvp alot lol
wow the hit boxes on the weapons are ridiculous. they always felt off but wow
so the old question is finally answered...
it is not poor hit box placement, it is the lag.
Can you do rolling and dodging hit boxes. I never get how I'm getting hit all the time.
sometimes i forget how good DS3 hitboxes are
Seeing how the weapon hitboxes are only active for such a (relatively) short time during the actual attack animation, it really makes me wonder how combat would change if they became active as soon as the animation actually started.
Yeah it would be interesting to find it
2:30 thats pretty neat how girthier it gets during the upswing
Maybe If the weapons hitboxes where more compact some emoji's actions would be able to duck them. Damn thinking about that those different weapon hitboxes would make a complete different combat.
damn dark souls pvp in slowmo looks cool ngl
Its really strange to see someone using the aristocrats headpiece since I never see anyone use it except for me when I main the set
And then there's Dark Soul 2
Nice, good break down. Though technically those shapes are capsules, not cylinders, due to the spherical end caps.
I expect to see him turn around and the model be stretched out for the lothric straight swords
So the hitbox shenanigans that occur so much in this game aren't because of player or maybe even NPC hitboxes, but because of weapon hitboxes being much bigger than they should be, as well as lag as well.
Now explain Dancer of the Boreal Valley broken grab
Bkgs is a thing of beauty.
Still doesn’t explain why the wonky hit boxes always work for my opponents but never me 😭
Hit cylinder armor set when, Miyazaki?
My opinion
The hitbox from d3 is just amazing
🤡
This is a great video!
I have only one question regarding hitboxes:
"What the Fuck? I'm 100% sure that didn't hit me! This is bullshit!"
It's also transferrable to other games.
Ur doin best content in ds rn keep dooin broo also you can show hitbox of frayedblade and his weapon arts thx
None of these shapes are cylinders. They're called "Line Swept Spheres" or just capsules.
Cant even use Nameless Knight name that get censured -.-
Me who gets hit a mile away watching this
i love this game so much
Is there any video showing the block & dodge hitboxes?
Yo, they are pretty crisp then. The problem is the lag
Unusually large weapon hit boxes?
I am super curious about magic hit boxes, there are quite a few spells that have feel like they have weird hit boxes.
When tekken players see a dark souls player dead angling
Looking at this it seems to confirm why some bosses have such ridiculous attack hitboxes: they applied same logic as in player weapons and didn’t bother with proper resizing