I didnt - zooming and moving when limited by samtrack .... (when enabled) - might still be jiggy for players that have prediction enabled (but it does the job
)
if you checked the graph carefully - you would see that it is an internal loop .... NOT affected by server stream ... so ..i cannot change what client predict
Windows office "Visio" ... very usefull tool ...
SendBehind - is nothing more than list of last actions (up to 3) that are sent by client ... (so your actions that are sent to server are: C , L1,L2,L3.... where C is current and L is last)
I'm not sure yet how engine actually uses those ....any modifications to last actions had no effect on remote player.
very much possible - it is a remnant of a functionality when they tried to fight missing actions...
In anyway - having it ON or OFF - has no effect on game ...but does increase data traffic when its ON... (you'll send up to 4 times more than needed)
in SE 10 - i see only code that saves them ...but no actual code that uses them
...
There is even an action type "MSG_ACTIONPREDICT" ...defined in all games ...FE/SE/SE 1.10... also never used ...
probably they wanted to sync the prediction buffer at some point ..but abandon the idea.
Yep
...not used at all ...
not sure about other games - but i just see what croteam did there ... and its nasty ...
when you walk into the wall for no reason - you know why you walk just one direction ? .... coz of just few last actions ....and the closest extrapolation of your next position would be just move ahead ...
function they used to predict is linear ... i wouldnt even call it prediction when you operate on just few ticks - they are not even taking in count the angle between movement and view or rotation of the body ...
just an example if they would
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