So I talked a lot about Glitching and Warping and whatnot.
Here’s a video! Click HD 1080 its better!
#1) Jump Glitch (Or Bad Animation) at 0:06 - 0.08
#2) Up and Down Cornered Enemy at 0:33 - 0:36
#3 Teleport Glitch 0:38
So I talked a lot about Glitching and Warping and whatnot.
Here’s a video! Click HD 1080 its better!
#1) Jump Glitch (Or Bad Animation) at 0:06 - 0.08
#2) Up and Down Cornered Enemy at 0:33 - 0:36
#3 Teleport Glitch 0:38
1 and 3 are due to packet loss on either your side or the enemies.
Due to the way internet traffic is handled either ticks are being processed in the wrong order OR they are missing altogether. This effect seems due to the client and server being updated one tick at a time. This is to ensure that you receive the most up todate information in order to negate the chances of deaths deep behind cover (although this still happen from time to time) missing or delayed updates cause these warping issues. This like I mentioned can be on either your side, the server side or even the enemies client.
The way to fix such a problem would require much more bandwidth and a higher latency on positional updates.
Personally the warping issues I have noticed server wide at times, pointing towards it being a server issue most likely. Hopefully something that can be fixed with better optimisation and stability before the beta opens. However, if this case in particular is an enemy client issue there is not really to much that can be done about it… A server can simply not display information it does not have without building in prediction. While this sounds like something that should be done it would likely increase latency and give a bigger discrepancy between client to client ticks that could result in more kill trades, floaty enemy movement during what would be warping and many more deaths deeper behind cover. Now whilst I cry a little inside every time this happens to me… I do not feel that it happens enough AND is likely due to server connection/stablity so I would leave for now.
2 is down to a inconsistency with the server and the enemies client or MAYBE your own.
This is down to the way that replication works on the unreal engine. The client and the server both run the commands (in order to reduce the feeling of input latency on the client) however the server always has the final say on what is happening. So even though your computer works out the enemy is in position A the server then says actually the enemy is in position B. Due to an inconsistency in client ticks and server ticks and one would assume a lack of multiple server updates your computer displays where the enemy is then the server corrects but your client puts it back where it thinks and this continues until consistency and/or sync is met.
This client and server inconsistency I feel is a major issue. It is the reason why the wall jumping is unreliable on higher pings, the reason why enemies on certain objects or in certain corners seem to jump up and down and even the false completions on objectives. From what little I have played around with the unreal engine I do believe that this should actually be rather simple to fix… However, due to limited experience I may be totally overlooking some problems fixing could cause. Forcing enemy positions to be purely server based would be a start, without your client handling any collision or physics other then hitboxes this jumpy movement should be remedied however that could also mean to some odd looking sharp changes in movement.
All what I say here is from a basic understanding of DEFAULT replication on the unreal engine 4 and UDK. I have no idea on what SD has changed or modified so please take with a pinch of salt. I at least hope this gives you some insight to WHY you could be experiencing these issues and the trade off between fully “fixing”, “plugging” and ignoring.
Do you have more examples of this? I’ve only really had this sort of teleporting happen when the other player was pinging 300+. I will say however that there have been some apparent issues with the netcoding as of the last two patches I constantly kill a player at the same time they kill me. The other part being lag when switching weapons as well.
They added in a larger barrier for kill trades (around 100ms) to try and make things a little bit more “fair” for people with high pings.
So if you killed someone within so many ticks of them killing you it would allow it to be a trade.
without the barrier I assume it would have to be the same tick.