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I Don't Really Play Lrms. Why Does This Happen?


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#1 Prc

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Posted 02 January 2025 - 11:22 AM



Why do they bounce back at me? or follow whatever path they feel like.
Haven't touched an LRM since 2013.
Don't remember having this issue before in any mech. Caught me off.

#2 martian

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Posted 02 January 2025 - 11:44 AM

View PostPrc, on 02 January 2025 - 11:22 AM, said:



Why do they bounce back at me? or follow whatever path they feel like.
Haven't touched an LRM since 2013.
Don't remember having this issue before in any mech. Caught me off.
I can not tell you the exact date, but I believe that this bug has begun appearing more often since they added the Longbow.

I think that it happens mostly in Training grounds, much less often in the live game.

But yes, it is funny. Posted Image

#3 Saved By The Bell

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Posted 02 January 2025 - 08:37 PM

WOW

#4 Aidan Crenshaw

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Posted 02 January 2025 - 09:49 PM

This is Testing Grounds in combination with high FPS and will usually not occur in live matches.
You can limit your game FPS to avoid this behaviour. You should do this anyway, since your GPU may spike during loadong screens if you don't.

#5 LordNothing

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Posted 04 January 2025 - 09:12 AM

ive seen this before on other mechs, and in actual games. though i cant remember exactly which ones.

i think what you are seeing is actually an interpolation glitch. the game runs at 30 ticks/sec, and you may be running 120 hz, so for every frame you have position data for, you have interpolate 3. and because hsr, you might be trying to interpolate a frame that doesnt exist yet. notice it does correct itself somewhat with subsequent shots.

Edited by LordNothing, 04 January 2025 - 09:20 AM.


#6 Prc

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Posted 04 January 2025 - 10:47 AM

View PostLordNothing, on 04 January 2025 - 09:12 AM, said:

ive seen this before on other mechs, and in actual games. though i cant remember exactly which ones.

i think what you are seeing is actually an interpolation glitch. the game runs at 30 ticks/sec, and you may be running 120 hz, so for every frame you have position data for, you have interpolate 3. and because hsr, you might be trying to interpolate a frame that doesnt exist yet. notice it does correct itself somewhat with subsequent shots.


Posted Image

Running 240.

Edited by Prc, 04 January 2025 - 10:48 AM.


#7 LordNothing

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Posted 04 January 2025 - 07:21 PM

there you go. assuming your gpu is feeding it well. you still have to generate 8 frames out of each server tick. now that i think about it, i didnt start seeing this until i could actually do 120+ fps. i got a 7900xt and cant get to my monitor's theoretical maximum of 144 hz without decreasing resolution (i run at 4k).

the fact that the game runs at 30hz no matter how fast you can render frames is probibly responsible for a lot of the hit detection complaints as well. especially when most of what you see is bs generated by the render loop.

Edited by LordNothing, 04 January 2025 - 07:33 PM.


#8 martian

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Posted 12 January 2025 - 12:42 AM

View PostAidan Crenshaw, on 02 January 2025 - 09:49 PM, said:

This is Testing Grounds in combination with high FPS and will usually not occur in live matches.
You can limit your game FPS to avoid this behaviour. You should do this anyway, since your GPU may spike during loadong screens if you don't.

It seems to me that sometimes this behaviour is caused by some small hill or uneven terrain in front of such LRM-boating 'Mech. Perhaps such situation confuses the LRM algorithm.

#9 Meep Meep

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Posted 15 January 2025 - 02:55 PM

I've only ever seen this on the test maps where the simulation is ran locally.





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