I think it has to do with the movement type of the entity you're trying 
to interpolate.

The interpolation code for the players works very well because every 
client has a lot of information regarding another player regarding the 
player's position, speed and button presses.
Plus, the way the player moves is fairly simple compared to that of a 
vphysics object (which takes into account a lot of factors to compute 
the next position).
In order to properly interpolate a server side vphysics object, you need 
to know the vphysics object's position,speed, friction, angular 
velocity, etc...


Matt Hoffman wrote:
> 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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