Quicksilver Kalasa, on 22 December 2020 - 09:11 AM, said:
not entirely true. you can extrapolate the most probable location an object will be at. the game physics model is known and you can fast forward it given the last known state of the object. until the server sends an update for that object it can use a best guess. under normal situation the object would have not moved much from its predicted location, the jump can then be corrected with interpolation so it looks more natural. this also happens many times a second. you only notice it when a client has a lot of packet loss and it has been many ticks since it last reported in. at that point the server is just making stuff up. the error between its prediction and what the client is actually doing grows linearly with time. after long enough time you are shooting a figment of the server's imagination.
the way other games handle it belter is simple, they have more servers, and they are popular enough where those servers can be filled and have adequate match making. that and they have active developers who can actually fix bugs in the netcode. mwo has a lot of known bugs, but pgi doesn't know how to fix them. pgi can actually be a bit lazy as mechs tend to move slowly anyway. one of the reasons we dont have a firemoth (also i think the game engine couldn't load geometry fast enough to keep up with it, game spends too much time paging in the higher lods).
Edited by LordNothing, 23 December 2020 - 11:21 AM.