IcyStarFrost / Lambda-Players

Lambda Players, a sequel to Zeta Players that is coded to be more performant, module, and multiplayer friendly
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Stuttering Movement in Multiplayer #130

Open IcyStarFrost opened 6 days ago

IcyStarFrost commented 6 days ago

In multiplayer, for some reason locomotion movement becomes stuttery. Appears to occur more often in combat?

Will need investigation sometime

CombineSlayer24 commented 6 days ago

Could this be due to their thinking rate?

ShadowWolf90 commented 5 days ago

Could this be due to their thinking rate?

Think rate should be the same as server: 66 ticks. I think this is due to multiple calls on generating path and updating lambda on this path. Singplayer tickrate is same as your FPS, on multiplayer server tick is locked to 66 so it is less noticable on singleplayer.

Overall similar behavior to the skeleton entites in TF2 before patch, where skeletons were laggy and glitchy af on community servers as well on casual/competitive.

CombineSlayer24 commented 5 days ago

Could this be due to their thinking rate?

Think rate should be the same as server: 66 ticks. I think this is due to multiple calls on generating path and updating lambda on this path. Singplayer tickrate is same as your FPS, on multiplayer server tick is locked to 66 so it is less noticable on singleplayer.

Overall similar behavior to the skeleton entites in TF2 before patch, where skeletons were laggy and glitchy af on community servers as well on casual/competitive.

Ahhh, I never thought it could be that.

IcyStarFrost commented 5 days ago

Could this be due to their thinking rate?

Think rate should be the same as server: 66 ticks. I think this is due to multiple calls on generating path and updating lambda on this path. Singplayer tickrate is same as your FPS, on multiplayer server tick is locked to 66 so it is less noticable on singleplayer.

Overall similar behavior to the skeleton entites in TF2 before patch, where skeletons were laggy and glitchy af on community servers as well on casual/competitive.

I thought this was the case but yesterday in my small testing, it happened regardless of how often they recomputed their path which further complicates things.

IcyStarFrost commented 5 days ago

Doesn't that happen because of this function? image

In fact, any angle change stuff while nextbot is moving makes them lag in multiplayer

YerMash brought this one up.

ShadowWolf90 commented 5 days ago

tested TF2 bots which use this a lot and i dont see issues as long as they dont get stuck in eachother