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Vehicle physics are still serverside
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Description

G'day,

Dunno if you've been made aware of this but the vehicle's velocity and direction are both still handled on the serverside. This causes a large amount of rubberbanding and network traffic. The vehicle's physics must be handled by the client in order to resolve this.

Thanks very much

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Game Physics
Steps To Reproduce

Drive a vehicle in a reasonably high population public server. As long as you do not have a near zero ping to the server, it will rubberband severely.

Additional Information

I understand the reasoning behind making the vehicle's physics handled serverside - collision detection between vehicles would be much improved in addition to various other quality of life and security improvements. But it's highly unlikely, given real world limitations on ping, bandwidth and packet loss, that this could ever be a long term solution.

Please, I know it will require a large amount of coding - it may even require recalling team members who worked on this aspect to go over it again, but this cannot be the way forward for the real virtuality / enfusion engine. This needs to be fixed.

Event Timeline

Kirumy created this task.Aug 3 2019, 12:55 PM
Kirumy renamed this task from Vehicle physics is still serverside to Vehicle physics are still serverside.
Kirumy changed Severity from None to Major.Aug 13 2019, 4:10 PM
Kirumy changed Reproducibility from N/A to Always.