Re: BZ2 1.3.6.4z33 - Open beta & testing
Posted: Wed May 14, 2014 7:27 pm
It's a case of missing inputs compensation not working as well. Remote players are rewound back in time to the latest data in the lockstep world, and resimulated from that time forward until the current visual world timestep. This happens every render frame. This works fairly well enough to make remote players movement relatively smooth even if some inputs come in late or out of order. That's because player inputs are a continuous stream, where late/out of order inputs can be guessed at and replaced when actual inputs when available.
Weapons, especially discrete weapons (e.g. sniper rifle), if authoritative data isn't available initially, this becomes much harder to handle. I'd have to redo the entire weapons simulation system to do the same sort of time rollback, and resimulate forward, which is not a trivial code change. And, late/out-of-order moves complicates things-- the particle/sound systems have no good way to pre-age effects. It'd have to notice what effects it guessed at initially, what effects should really be playing, and replace them with pre-aged effects. Every render frame. And that gets really extra complicated if the guess/authoritative effects happened across a worldswap boundary.
-- GSH
Weapons, especially discrete weapons (e.g. sniper rifle), if authoritative data isn't available initially, this becomes much harder to handle. I'd have to redo the entire weapons simulation system to do the same sort of time rollback, and resimulate forward, which is not a trivial code change. And, late/out-of-order moves complicates things-- the particle/sound systems have no good way to pre-age effects. It'd have to notice what effects it guessed at initially, what effects should really be playing, and replace them with pre-aged effects. Every render frame. And that gets really extra complicated if the guess/authoritative effects happened across a worldswap boundary.
-- GSH