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#1
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For a while now I've been experiencing lag like glitches when the ball hits a goal post. The ball appears to bounce in the goal mouth more than it should and then appears somewhere else a few seconds (1-3 seconds) later.
I always thought this was just due to latency issues when playing in ladder (solid 120-135ms ping) but it's been happening in EU servers (~33ms ping). And it even happened in Skirmish mode when I was trying out some bounce and trick shots. iirc it has also occurred in the map maker test window. Anyone else having the issue, or have an idea on how to fix it? Last edited by Solqom; 12-29-2011 at 09:23 PM. |
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#2
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Bumping this.
Did some testing with solq. If the ball hits the goal or the post, it will lag for everyone else except the guy who shot it. The amount of lag depends by the angle the ball hits and bounces back from the goal: if it bounces back in the same direction it came from the lag is minimal but if the angle is different, the ball may appear to be on the other side of the map than what it really is. Tested on vlix private and apl. In apl both of us had ~130 ping which made it look worse. Took a vid out of it but takes some time to upload. Edit: vid uploaded. http://youtu.be/pmyHWcMxEw0 -J Last edited by JWhatever; 12-01-2012 at 08:24 PM. |
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#3
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This isn't limited to goal post. Anything rounded can do this, or "correctly" timed walls. There are pros and cons to client side ball calculation based on incoming packets. You get to see where the ball is sooner with this system, but it may end up in wildly different locations for different players.
The small amounts of time difference of where the ball came from more or less shows a chaos theory simulation over a short duration. Another way of displaying a shot ball would be to hide it until your client knew where and when it shot from. This can end up hiding the ball similar to how when a person dies with the ball and has high ping or dc's at the "correct" time. This also requires more information get pushed into the netcode. |
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