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Ragdoll physics in multiplayer does not work. (option to make it client side)
Acknowledged, WishlistPublic

Description

My servers have a good bandwidth (100mbs) both upload and download. But this still isn't enough to keep the ragdoll synchronized smoothly between clients.

Please give the option to make ragdoll 'client side' so that characters fall to the ground like in single player.

This will avoid all the jerking and wobbly twitching as the dead character tries to update its position until it finally settles and becomes synchronized with other clients on the server.

Details

Legacy ID
162250033
Severity
None
Resolution
Open
Reproducibility
Always
Category
Feature Request
Steps To Reproduce

shoot someone in a multiplayer game...
observe how the character suffers an out of control epileptic seizure. :-)

Event Timeline

FeralCircus set Category to Feature Request.
FeralCircus set Reproducibility to Always.
FeralCircus set Severity to None.
FeralCircus set Resolution to Open.
FeralCircus set Legacy ID to 162250033.May 8 2016, 12:29 PM

I see one very big problem. Every system will create its own version of the ragdoll movement ( not BI related but a big problem of every physics engine) and the dead bodies are dynamic cover. So when every client has a different position of the body there would be no synchronization in the positioning of the dynamic cover. So it would need a client side ragdoll effect with a server side synchronization. That wouldnt be so different from what now is.