Forum Discussion

Re: Bizarre lag like movement.

@DoYaSeeMe  I'll rephrase just to clarify bud, seemingly no issue at their end, and yes I have spectated afterwards.

I was hoping you would respond to this one to be honest as your opinion on these matters I feel holds the most weight. *Now about to google interpolation xD*

Like I said It just doesn't have the same vibe which Is why I flagged it. 😛

Edit: so interpolation is essentially lag compensation? Which if my extremely limited understanding of all this is correct, that would mean that the standard lag teleporting that we see is simply this manifesting yes?

So if this phenomenon I described is indeed just another manifestation of lag compensation, how come these players are seemingly playing at such a fast pace still? I would've thought if their connection is so poor that this wouldnt be possible.

2 Replies

  • DoYaSeeMe's avatar
    DoYaSeeMe
    5 years ago
    @MandatoryIDtag Interpolation is used to build the frames between the updates you receive. If the server sends you 20 updates per second, interpolation is used to build the other 40 frames in between so you get that 60 fps. Everything would feel jumpy without interpolation, like playing at 20fps.

    For interpolation to work, some buffering needs to exist (a few frames), so that enough data is gathered to make the simulation smooth. But this buffer adds lag, so it needs to be as small as possible. Therefore, I think they set the buffer depending on the connection you seem to have. If you are apparently on a strong connection, the buffer will be small. The problem is when some congestion appears and your connection gets worse, with lag spikes and lost packets. I think the game increases your buffer when it detects this, in order to stabilize things, but, during the time it takes to rate your current connection, some issues do happen, like stuttering / teleportation.

    Lag compensation is different. You shoot someone but, when your shot data reaches the server, the target is not where you saw it a few milliseconds ago, so the server interpolates between past updates to determine where the target was at the moment you fired your shot, in order to confirm or decline your hit.