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Unstable connections lead to inconsistent positional packet executions. Which lead to visible vehicle warping. Vehicles warp back, forth and side ways. While i dont know how to fix the third case, i think we can buffout the second, by offsetting when to execute a pos update when it is received early or late.
Effect of the current experimental solution from #448
Left is the default. Right the experimental code
Each row represent a playerid
Each number the time in milliseconds since how long ago the last positional update was executed for the player vehicle of each row
Atm this code tries to tick each vehicles positional updates based on their median interval of the 10 recent positional updates, while also discarding positional updates that are outdated (UDP issue), and those who arrive before the next execution overwrite the non executed. This prevents multi executions from simultaneously received packets while making sure that the later smoothing code that predicts and interpolates vehicle movement doesnt trigger short teleports or to hard forces.
This code cannot solve the issue of positional updates coming in in huge distances to each other (300 ms etc)
Unstable connections lead to inconsistent positional packet executions. Which lead to visible vehicle warping. Vehicles warp back, forth and side ways. While i dont know how to fix the third case, i think we can buffout the second, by offsetting when to execute a pos update when it is received early or late.
Demonstrative Example from Leviathan of the BeamTC community
https://github.com/BeamMP/BeamMP/assets/91626975/51ab4ee2-9e8e-4991-891f-bcc0768950cf
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