|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Soldner VonKuechle
SAM-MIK General Tso's Alliance
2219
|
Posted - 2015.04.29 23:43:00 -
[1] - Quote
Reign Omega wrote:Himiko Kuronaga wrote:.... right, well I'd like to TRY to keep this on topic guys... tacos or riot.
Riot tacos?
Here I was thinking you drove tanks, but clearly thats just your ego that you ride around in. -DUST fiend to Dark Cloud
|
Soldner VonKuechle
SAM-MIK General Tso's Alliance
2219
|
Posted - 2015.04.29 23:47:00 -
[2] - Quote
On topic.
Is this a general game animation coding issue or net coding? Im very bad at actual code so im trying to understand where the problem is coming from
Here I was thinking you drove tanks, but clearly thats just your ego that you ride around in. -DUST fiend to Dark Cloud
|
Soldner VonKuechle
SAM-MIK General Tso's Alliance
2219
|
Posted - 2015.04.29 23:54:00 -
[3] - Quote
Himiko Kuronaga wrote:Soldner VonKuechle wrote:On topic.
Is this a general game animation coding issue or net coding? Im very bad at actual code so im trying to understand where the problem is coming from Netcode, I believe. It appears as though the game tries to represent movement prediction by showing movement in certain directions and at certain speeds in timed intervals. When it predicts incorrectly, by the next interval the player in question "teleports" in the actual direction he moved, which can be quite a distance away from a persons crosshair.
Can tweaking packet size and/or send-receive rates affect this in theory?
Here I was thinking you drove tanks, but clearly thats just your ego that you ride around in. -DUST fiend to Dark Cloud
|
Soldner VonKuechle
SAM-MIK General Tso's Alliance
2219
|
Posted - 2015.04.30 00:10:00 -
[4] - Quote
Himiko Kuronaga wrote:Soldner VonKuechle wrote:Himiko Kuronaga wrote:Soldner VonKuechle wrote:On topic.
Is this a general game animation coding issue or net coding? Im very bad at actual code so im trying to understand where the problem is coming from Netcode, I believe. It appears as though the game tries to represent movement prediction by showing movement in certain directions and at certain speeds in timed intervals. When it predicts incorrectly, by the next interval the player in question "teleports" in the actual direction he moved, which can be quite a distance away from a persons crosshair. Can tweaking packet size and/or send-receive rates affect this in theory? Couldn't say for sure what results in the best outcome. I have a decent understanding of the theory behind FPS netcode, but I'm far from an expert. Increasing the refresh rate can result in more accurate movement portrayal, but there there is a cost. Where that cost hits hardest, only CCP knows.
Could there be a relation between our teleport issues and TQs calculator sequence/per second we all lovingly refer to as 'ticks'?
I know im asking alot of questions but you seem to know what youre talking about and knowledge is my own personal jesus/crack.
Here I was thinking you drove tanks, but clearly thats just your ego that you ride around in. -DUST fiend to Dark Cloud
|
Soldner VonKuechle
SAM-MIK General Tso's Alliance
2225
|
Posted - 2015.04.30 05:05:00 -
[5] - Quote
Himiko Kuronaga wrote: if there's anything deserving the manhours its this. edited for urgency.
also thanks kal, lotsa reading but it explained a huge portion of what (i think) is the problem
Here I was thinking you drove tanks, but clearly thats just your ego that you ride around in. -DUST fiend to Dark Cloud
|
Soldner VonKuechle
SAM-MIK General Tso's Alliance
2233
|
Posted - 2015.04.30 22:54:00 -
[6] - Quote
Can I just sperg "NETCODE HARDER!" at devs until i get bored of doing that?
Here I was thinking you drove tanks, but clearly thats just your ego that you ride around in. -DUST fiend to Dark Cloud
|
|
|
|