#PredictedObject owner jitter on 3.5.8 Pro
30 messages · Page 1 of 1 (latest)
What's your interpolation set to for owner?
@hot ridge
Yeah before anything but 1 was interpolating way too quickly. It's now correct. @worthy violet
It was doing (distance / (delta * interpolation))
When it should have been delta / interpolation
okay but I have interpolation set to 2, so why do I still have jitter? am i missing something ?
i might be tired, sorry if it's a stupid question lol
Lets say you moved 1 unit over 20ms. that's a move rate of 50 units per second right?
And I just realized I think I broke my math somehow
ahahah, happens bro ... you got a lot of work i don't even know how your brain is able to process all of it
are you the only maintainer of fishnet source code?
I take merges and what not, but mostly yeah. Change this float delta = ((float)_networkBehaviour.TimeManager.TickDelta / _interpolation);
to a multiply
ok i'm trying now
Yeah that was a big oops
yup it's fixed by using multiply instead of divide @hot ridge
now this is smooOOoOoth 😄
I tested the smoothing after the change too. I'm not entirely sure why my tests didn't show the jitter.
I can tell you this is fixed on 3.6.2.m8 Pro AND 3.5.8 Pro
both versions works well i tested
with this fix
Yeah it was dumb.
No it's okay happens man, thanks @hot ridge for your work
FirstGearGames received thanks.
Well, the new prediction stuff is going to make things a lot more simple
Only need to call replicate and reconcile once, no more predicted object.
wow, can't wait to see that 😮 i am following closely every update