https://deadbydaylight.com/en/news/lunar-new-year-2021
Live Q&A: Technical Stream

We're trying something a little different. We are in the midst of planning a technical livestream that will explain how hitboxes work, how they are affected by latency, and what we are doing to reduce the feeling of hits that don't appear to be close enough. We'd also like to answer some of your questions; and that's where you come in.
If you have any technical questions, feel free to ask them below! Questions related to theme of the stream are preferred (hitboxes, latency, dedicated servers, etc.), but we may take some other technical questions (e.g. How does this thing work?) if they are interesting enough. Please note that this is not meant to be a balance discussion, and questions about game balance likely won't be answered in this stream.
Rules
- One question per person.
- Please try to keep your questions short (we need to read them on stream!)
Comments
What influenced you guys on the idea of making the survivors hitbox a pill instead of realistic?
Why don't the collision hitboxes match the models?
Can you explain how exactly Animation Enhancement works and WHY there is no option to disable it in the settings? Do you plan to add that option?
(Yes, this is one question)
Why cant we turn auto-aim off?
Why does killer lunge sometimes stop just before reaching survivors when they are clearly in range? (Hit is not registered)
Do killers have unique maximum and minimum hit detection ranges? For example, Nurse blink lunge range feels very long at times, but she seems to have trouble hitting survivors that are very close to her character model.
Would you consider a hybrid approach that uses dedicated server as judge and trial member systems as jury? As in each member has 50ms to vote on a result before DS rules on action success. DS still makes it's own call but can be overruled by the members
I remember you guys talking about how certain events (like crows being disturbed) were very demanding because of how they were programmed and you wanted to change that. Since there have been no other mentions of that, is it still something you're working on? If yes, can we get some detail (like which events are more problematic etc)?
Are there plans to fix the grabs? Many times even on xbox, grab animation starts but survivor runs away without even being hit. Since it's xbox too its not a dedicated server issue.
Why sound bug appear again?
Why did it take you so long to fix?
Didn't you fixed it once before?
Then why not avoid the bug happen again,and even take more than 8 weeks to fix?
why Haven’t you increased sensitivity on consoles yet?
Are you doing anything about my Console sounding like a jet engine when I boot up the game?
Sometimes as Hillbilly, he swings his chainsaw too early when using it from close up. What causes that?
If killer "hit box" size was equal to survivors', would it help killers with taking corners and looping? Is this an option?
What, if anything, do you plan to do about people playing on a VPN, and making the latency/hitbox issue even worse?
When do hits register?
I am sure there will be many questions on this topic but, any plans for the animation enhancement?
Can you explain the basics of the information flow from a certain client to other clients and synchronization process on dedicated servers?
For example when a survivor suddenly changes sprinting direction during a chase or when the killer hits a survivor, what information gets sent, where it is sent to, how it gets synchronized across all players and how latency affects it.
Why are killer collision pills bigger than survivor collision pills?
Technically is there aim assist when you try to attack someone as a killer? Why does your aim move towards the survivor when you hit M1?
Do you guys plan to update/fix hit detection?
Do you guys plan on adjusting Nurse's blinks on dedicated servers?
It appears that blink timing is serverside, because a high and/or unstable ping can throw off the accuracy of blinks massively. Which makes her really hard to play on wireless, since even tiny hickups on the connection have a big impact.
What causes short lunge attacks to miss when up close to a survivor?
Context - Right on top of a survivor and performing a short lunge. Attack misses even though the swing blatantly went right through the survivor model / Pill collision. Normal scenario is both players are running in a straight line.
So, I've written about this under the Feedback, but no answer. So this is about the Dedicated Servers.
I'm from the EU and have a friend from Australia. We used to play DbD together before Dedicated Servers got released, the matchmaking would give us a ping at around 150, a decent ping for both of us. But since dedicated servers released we can't play anymore, we'll get sent to the server closest to the person hosting the lobby, which means one of us would have to play with 300 ping. Are they any plans to change it so if people are far away from each other, the matchmaking will find a middle ground?
Why is it that sounds always get messed up every single patch and they haven't been fixed for over a year now? What's the root of the issue and what are your plans to tackle this?
Do you think it'll ever be possible to make dedicated servers close to feeling as good as p2p felt on a decent ping ?
What are you considering about auto aiming right now? It is hurting aiming and it makes the Killer flick and miss their shot or incorrectly target the wrong person (i.e. someone on hook, rather than the hooker).
It is easier for a survivor to 360 a killer on console. Can you explain why and do you have any plans to make it more fair?
Are you guys working on something to fix Huntress in dedicated servers? She feels extremely unfair for both sides since you get hit by hatchets that shouldn't have hit and some others go right through you.
Can you consider to implement "animation priorities" into DbD? The idea came into my mind from my dark souls 1 pvp experience. Basically, the game has "rules" in order to decide which actions take priority over others. For example, rolling takes a higher priority than attacking. This means: of you roll and dodge the attack from your screen you won't take damage, even tho on the screen of the opponent u rolled slightly to late.
I think this would be really needed in order to fix the issue with dead hard, fast vaulting windows or dropping pallets.