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Mta lag ore shock


Guest Fatdog

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Hi there,

Will the lag ore shock how you wanna call it ever be away so the game will just run smooth :) I realy hope that you guys can make that because sometimes the shocking puts other players back and forwards, very wierd.

Greetings,

Fatdog.

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I dont think it'll get much better with the big starts in races, but i think mta 0.4/0.5 is smoother in general, so there must be something they can do. Its hard trying to keep it smooth and the bandwidth usage low (enough for 56kers) at the same time.

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I only ever see people with large pings jerking around (now that I have broadband myself) everyone else is amazingly smooth in my opinion.

Anyway, this should improve for those that have slower connections or greater latency as final prediction math is integrated

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I only ever see people with large pings jerking around

really? :shock:

I usually play on our UK server, with a 20ish ping, and most others have under 50, and i still see it.. I dont understand why ping affects it atall though, it only means data's taking longer to get there, not that less data is being recieved or its arriving in dodgy intervals :?

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yep, really.

Presumably it's because most high pingers are using dialup therefore a lot of information isn't getting through. Thats certainly what was happening in the other direction when I was dialup, causing every other player to jerk and warp around.

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But in general one can say that low pingers look much smoother. :)

Talking about prediction math, is there any algorithm integrated yet?

It seems to me that there is just xyz position and velocity transmitted

but the clients dont interpolate anything.

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No, theres no interpolation. This is somthing we'd like to add at some point, but GTA does (in effect) interpolate itself as it knows the velocity of vehicles. The issue is that the outcome of collisions is slightly different from client to client, this is somthing that is very hard to sync without moving the collision code server side, which is not really feasable without rewriting gta ourselves.

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No, theres no interpolation. This is somthing we'd like to add at some point, but GTA does (in effect) interpolate itself as it knows the velocity of vehicles. The issue is that the outcome of collisions is slightly different from client to client, this is somthing that is very hard to sync without moving the collision code server side, which is not really feasable without rewriting gta ourselves.

So does this variance in collision calculations affect motion on a straight flat road? They still jerk then as well. Surely there must be a way of compensating for it in such situations?

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