Don't request permission from the server for client physics

Yes there most definitely is. There are an insane amount of games that don’t suffer from this issue, and it’s not because of their server locations – it’s because of their networking code. Star Conflict’s networking code is not what it should be. That’s what causes the wobbling.

 

Uh, uh. I write network code. I study games for network code. I want to know which games you are talking about.

Seriously.

 

Every solution has upsides and downsides. Even Authorative or Semi-Authorative (what was proposed here). The problems go into floating point arithmetic, the speed of light barrier, data flow balancing, physics engine abilities, besides the typical “cheating” argument there are myriads of scenarios that can occur in networking games, and each method of how simulation is split up between client and server has its clear upsides and downsides.

People underestimate - especially if they come from non-gaming software applications, or the web, or still learn how to do it themselves - how much data games and simulations actually produce - over time - that could desync each “viewer” independently through those myriads of phenomena, which others already mentioned.

 

But if anyone manages to pull out some code to back up all these fancy theories without running into weird problems they didnt think of before, be my guest. I am always open to learn. If the SC devs wont listen, I will, as I can always use new input.

 

Not trying to judge here, maybe they are right, I actually never had issues in SC myself, and try to use less “rotating” ships on high pings, with more weapons that have a short ballistic time to reduce error by lead or get the hitscan bonus. But I already thought tons about how it could be done better, and always arrive that it is probably the best compromise yet i have seen, technically, here. (But I am just judging by looky-feely here)

 

At some point everybody has to accept, fast action gameplay will always have ping issues, and we cant speed up light.

 

The biggest argument against semi authorative is usually the players, who start to complain, they get hit by invisible forces, because their local simulation is out of sync, for unknown reasons. And at some point, the snaps will just get worse, instead of better.

Nice post g4borg

Although i want to point 3 things:

  1. Planetside 2 has no wobble. Ive played A LOT of games and SC is the only one where wobble exists.

  2. getting hit after taking cover is something totally acceptable, it can be dealt with. Wobble cant. I cant fly ceptors because of wobble: handling gets totally messed up at 250 ping with 120 pitch (low) as well with aiming (including lasers), strafe is insufficient. The handicap from getting hit for a while behind a wall is extremately lower than wobbling. Delayed movement is totally acceptable to keep all players being displayed in their realposition in real time, but wobble is not. If servers would only follow the cursor there wont be any wobble, just delayed movement.

  3. High projectile speed weapons behave very different from hitscan weapons; even if the time to impact the target is less than 0,1 sec, the high proj speed weapon will miss close quarter targets in a very high amount of situations where hitscan would hit.