I know little about networking and interpolation, but why can't the vehicles
be set up like a client? Clients only appear jerky in high ping (150+)
situations. -- Theoretically you could stop interpolating the player entity
in the vehicle (movement wise) and do the vehicle instead.

I think. :p

On Sat, Jan 23, 2010 at 5:44 PM, Minh <[email protected]> wrote:

> Yea, that's definitely an issue.. but if the server did some checks on
> his end, the server can see if the updates were "valid" or not and
> basically just ignore the invalid updates or do something accordingly.
> Like if the client sent an update that he was at position X, and then
> half a second later, he is at position Y (which is like halfway across
> the map), that could raise a red flag.
>
> Client side physics objects are interpolated.. other players are
> interpolated..
> are you sure server side physics objects are interpolated?  God, I gotta
> go install hl2dm and play with the gravity gun...
>
> Saul Rennison wrote:
> > All objects are interpolated I think... the problem is the client
> > could send bogus origins and result in hacking. Never trust the
> > client!
> >
> > On Sunday, January 24, 2010, Minh <[email protected]> wrote:
> >
> >> We actually managed to do a vehicle implementation that made the
> >> controls strictly client authorative. Basically, the driver of the
> >> vehicle gets his own vphysics object created and he controls it on his
> >> client machine, and passes the origin and angles to the server.
> >> The server then passes that info to the rest of the clients.
> >>
> >>     The result is perfectly lag free controls for the driver. The only
> >> hitch is, since the client is the one actually moving the vehicle,
> >> vehicle collisions become a problem. In our first implementation, when a
> >> vehicle ran into another vehicle, it would stop dead in its tracks.
> >> There was no collision forces being imparted on either vehicle. We
> >> managed to come up with a hacky method to fix this but it didn't result
> >> in the most realistic collisions.
> >>
> >>     Another problem we encountered was that there was no interpolation
> >> going on for the other players, so when they saw the vehicle moving, it
> >> wasn't smooth. I'm not sure if this is a problem inherent in the Source
> >> SDK though.
> >> When you take a server side physics object, and throw it, do all the
> >> clients see it move in a smooth fashion? The object's position is
> >> getting sent to each client at about 10 updates/sec (in a best case
> >> scenario). There is no interpolation going on between each update, so
> >> the object would exhibit a slight jerkiness. Maybe we broke something in
> >> our code but I think this is something the SDK didn't do properly
> >> (interpolate server-side vphysics objects).
> >> I think I need to go play HL2DM and throw a toilet around...
> >>
> >>
> >> Matt Hoffman wrote:
> >>
> >>> I take it that it would be a lot of work and take a skilled programmer
> to
> >>> re-write prediction for the vehicles to put more of it client-side?
> >>>
> >>> On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris
> >>> <[email protected]>wrote:
> >>>
> >>>
> >>>
> >>>> Here is a page which has needed fixes:
> >>>> http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes
> >>>>
> >>>> It fixes vehicle view jitter, but there is no true prediction because
> the
> >>>> vehicle movement logic only occurs on the server. So in a high latency
> >>>> situation players will experience the vehicle taking some time to
> respond
> >>>> to
> >>>> input.
> >>>>
> >>>> Chris
> >>>>
> >>>> -----Original Message-----
> >>>> From: [email protected]
> >>>> [mailto:[email protected]] On Behalf Of Chief
> Whosm
> >>>> Sent: Saturday, January 23, 2010 5:04 PM
> >>>> To: [email protected]
> >>>> Subject: [hlcoders] Vehicle View Judder
> >>>>
> >>>> Hi,
> >>>>     Whenever you use vehicles in hl2mp, the view in them is all out of
> >>>> synch, "ghosting/juddering" are the best terms I can think of.
> >>>>     Now I originally wasn't going to ask this because in ShadowSource
> it
> >>>> wasn't *too* bad, it jumped around but it was *just* bearable. However
> >>>> todays test game had vehicles in, and while we have changed no code
> related
> >>>> to either views, cameras or vehicles - the view judder was awful. It
> was
> >>>> like the advisor barn scene where your screen is shaken everywhere,
> and it
> >>>> really was terrible to look at (and very hard to drive as you couldnt
> judge
> >>>> very easily which direction was forward).
> >>>>    So I'm wondering if anyone knows how to sort this so the camera is
> >>>> properly locked and doesn't bounce around so much in vehicles.
> >>>>
> >>>>     Thanks,
> >>>>                Chief.
> >>>> _______________________________________________
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> >>>>
> >>>>
> >>>>
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> >>>
> >>>
> >>>
> >>>
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> >>
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> >
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