Netcode changes and questions w/ Dev Kartigan
TheTots
Posts: 2,278Player
Here you can ask any questions you have about the changes, and report anything strange you may see in game. Dev Kartigan will be on hand to help out with explaining his changes.
List of all 'Netcode' changes and updates
List of all 'Netcode' changes and updates
- Groundspeed calculation consolidated.
- Added weapon sway and recoil into replicate move. It was previously set to send continuously.
- Spectators now have a reduced send rate to the server. There is no need for them to send packets at the same speed as live players.
- The server no longer sends client corrections to dead pawns. This was wasting bandwidth.
- Many actions with large animations now send position updates to the server, where previously they did not. This reduces the differential in the location when the animation finishes.
- Ladder speed calculations consolidated.
- Updated the client side move combiner, so we don’t have to send the server updates as often. This allows us to “pack” several similar moves into one send to the server.
- Info: If your client is running at 200fps, you may have up to 7 updates run on your client before it is time to send an update to the server. The combiner has been updated to improve the combination of and allow these 7 updates to combine, as long as no major actions occur.
- Improved client/server action sync, so there is little/no delay between when you start running on the client and when you start running on the server. This also includes many other actions besides running.
- Sliding, Vaulting, Ladders, Diving, Takedowns, and Jumping have all been reworked with the new code.
- In previous versions of the game, you were guaranteed to get a server correction for your location after performing one of these actions.
- Loads of visual issues fixed.
- Fixed an issue where a running player looking left/right repeatedly could cause their hitbox to move significantly per frame. (Known as the Knox wobble)
- Fixed some visual issues with pawns rotating.
- Fixed some visual issues with pawns looking up/down.
- Fixed some visual issues with pawns when they are anchored.
- Uncapped pawn rotation values, so you can watch your friends spin. (If you want)
- Found and fixed an issue in the physics system where the pawns deceleration would not sync with the server.
- Added more code to check server/client sync.
- A big desync condition was removed from when your pawn takes bullet damage.
- In previous builds, when your pawn was shot the server would have to send you a correction, making it more difficult than intended to re-aim after being hit.
- A downed player now sends messages to the server at a reduced rate.
- No need for them to send at the same rate as a live player.
- Fixed visual issues in takedowns. The animation looks a lot cleaner now.
- Player leaning has been improved.
- There should be far less circumstances where someone leans and other clients do not see it.
- Also fixed a case where the client could lean the full distance and the server calculation would not have them leaning the full distance.
Hey.I.Have.A.Gun wrote: »The game wasn't made exactly to my specifications, so I feel it's broken.
Comments
General question here, just from reading the patch notes it seems like alot of these changes are prioritizing network bandwidth for active live players, which makes complete sense.
Could you explain the 200fps/ 7 action update? What is considered a major action / minor?
200fps is 0.005 seconds per frame. 30fp is 0.03333 seconds per frame. 0.03333 / 0.005 is ~6.67 updates on the client versus updates on the server.
Major actions cause an instant update to send to the server.
Examples:
When you are stopped, and start moving.
When you are moving in one direction, and decide to move in a different direction.
When you lean. (New with patch, lean was moved here)
When you start a slide. (New with patch, slide was moved here along with associated game systems)
(lots more)
In short, it includes any actions that cause a non-predictable change in the status of your player. While you are moving forward, for example, we can predict the continued movement in a forward direction.
This is one area of the code that included a significant amount of the updates.
We recommend the default setting, as that is where a vast majority of the testing occurs.
Hmmm, I guess i'll have to try it out. 30 Tick Rate seems pretty darn low though. I think the lowest in most competitive FPS's is 60 or 64, with alot of comp matches taking place on 128 tick servers. Is this "hard lock" or can the server admin adjust the tickrate?
I'll hold my judgement till i actual try it out though
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
BF3 had something like 10-30 tickrate, I think they increased it later on. As an admin you can adjust it as you like.
I love this community!
You are free to adjust it, as it has been adjustable. Testing showed slightly improved viewed rotation rates at higher values, but not much else. If you or your players notice any benefits with higher rates, let us know.
@=IK=Doba=
"Added weapon sway and recoil into replicate move. It was previously set to send continuously."
Weapon sway and recoil are packed into the main message send (which is called replicate move) to the server. They used to send at an uncapped rate and individually call sends to the server, which is not necessary. A call to send to the server is the expensive part, not the data packed in it.
I knew Ill get some technical explanation that wont make sense... I'm more interested what it all means in terms of gameplay... does it feel any different?
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
There were no gameplay changes made to recoil or sway. They should act the same.
It was the intent to not alter the gameplay, while updating the netcode (while moving/consolidating updates and data to improve client/server data synchronization).
accidently posted this in the other post. meant to post it here. what does this mean exactly? Aimpunch was more than intended in some situations?
http://forum.americasarmy.com/discussion/5808/aapgmod-v1-0/p1
My personal server manager ( :P ) just reported that he cannot adjust the tickrate. I told him to leave the server on vanilla settings anyway but that how it is .
When hit, your client was receiving a server correction caused by the hit and would also get other game related effects, i.e. "aimpunch". The need for getting a server correction was fixed.
@Ephraim_cpp
The patch will benefit your ping range quite a bit. Lag is lag, we cannot fix that, but your gameplay experience should be improved quite a bit.
So that would explain why sometimes when I got shot it felt like I got hit by a truck and other times it was like getting a slap to the face?
That would be a perfect description. Server corrections to your client vary in intensity.
What Tots had explained yesterday in the 4f vs DC stream chat is that this makes the spectator mode more accurate because of the way it is updated.