Jumping vs Rubberbanding... Ultimate Showdown
#1
Posté 16 février 2015 - 01:12
Replies in simplistic terms aimed at simpletons (me) would be appreciated.
#2
Posté 16 février 2015 - 01:42
Maybe because you can't move as freely when you jump, limiting possible outcomes of where you're going to be from one moment to the next? Pure speculation.
#3
Posté 16 février 2015 - 01:44
I may be wrong but I think it might have to do with jump being a long duration animation while walk/run/sprint being input that can occur many times a second, and if some of it isn't registered then your motions might not register and make you appear to be pulled back. And/or jump is subject to different requirements for whether or not it will register than running, and the game just has too strict requirements on when the host confirms input from others regarding running before deciding that the person simply didn't actually move.
I.e. maybe when you jump in a direction, you tell the host that you jumped in a certain direction for the duration of the jump which may be about half a second and no matter how bad your ping is to the host he doesn't need to confirm the jump or maybe just not confirm it as frequently as running. Or maybe when you run in a direction, you keep telling the host many times a second you are moving in these directions but if the host doesn't confirm it very fast and frequently, then the game won't register some or even most of those walking inputs.
#4
Posté 16 février 2015 - 09:07
Our movement is likely syncronized between clients, which is why the little "stuttering" occurs. (Partly I suppose to enable the collision system)
This happens in Battlefield 3 and 4 as well when the server doesn't have the bandwidth to handle the load.
#5
Posté 16 février 2015 - 09:35
or when the host is on a connection with high ping / low bandwidth
#6
Posté 17 février 2015 - 12:42





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