Info:
rubberbanding or a position desync bug
Problems:
-
Server Position Correction
When you move, your client predicts movement, but the server is authoritative.
It forcefully snaps you back, teleport effect. -
Network Issues:
Packet drops -
Collision / Pathing Errors
You click somewhere:
Client path says: valid path
Server path says: blocked / invalid
server teleports you back to last valid position
As you can see there is 3 possible problems, that it affect the user.
Currently what I notice the most is, when running dungeon and on weekends.
Therefore, my current conclusion is:
- Higher tick rate
- more channels to avoid overload on channels
- Better movement reconciliation