Facepunch / garrysmod-requests

Feature requests for Garry's Mod
84 stars 24 forks source link

Alternative way for lag compensation teleport check. #2029

Open GrandpaTroll opened 1 year ago

GrandpaTroll commented 1 year ago

Details

Instead of using the flTeleportDistSqr check the validity of the lag comp. Can we use a velocity check instead. The reason why I personally think it would be better is it won't be affect by tickrate as most darkrp set it below 30. People couldn't be lag compensated while just walking.

Vuthakral commented 1 year ago

While I am not versed enough in the engine-side to agree or disagree with this question/request outright, I do have to ask about the validity of the concern when the problem lies with server owners holding back the game by running it at a tickrate that Source was never designed to run at, with my own understanding being that many of them run their servers at 12 tick under the misguided assumption that it "makes it run better since it has to process less" or that "they need to because otherwise their server will crash" (almost always a lie, but if it isn't then it is likely a vphysics crash from them altering the engine's speed limits)

If this is a problem with one or more communities you play on and are trying to get an alternative for them, I highly advise you show this video to them and explain that this is basically what their server "sees", and is why hit detection, physics, and etc are extremely unpredictable and basically broken: https://www.youtube.com/watch?v=cyYk9hUDdj8

At the point of how long of a time passes between each tick in such environments, I can't help but imagine it might be more beneficial to just write some custom hit detection system at that point.

Lastly, would it not just be a slap in the face to server owners running the game at its intended tickrate to use a velocity check? Like surely that would be comparatively a lot more intensive under high-stress environments where you have a lot of players firing or a lot of players being fired at?

Feel free to slap me if I'm wrong about any of this, I'm just speaking from estimation and a lot of communities bitching at me that "my weapons don't work" when they're trying to use them at 12tps.

GrandpaTroll commented 1 year ago

many of them run their servers at 12 tick under the misguided assumption that it "makes it run better since it has to process less" or that "they need to because otherwise their server will crash" (almost always a lie, but if it isn't then it is likely a vphysics crash from them altering the engine's speed limits)

Exactly my point, but you can teach stupid with facts.

I can't help but imagine it might be more beneficial to just write some custom hit detection system at that point.

Yes but then cheaters can exploit it regardless no matter how secure you make it and I want to typically avoid that.

The reason why I personally think velocity check is better. is it works regardless about the tickrate. I can see some adverse effects on teleport checks with it. But it's a far better alternative.