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. > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list archives, > >>>> please visit: > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>> > >>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list archives, > >>>> please visit: > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>> > >>>> > >>>> > >>>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >>> > >>> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

