Simulation Error Solutions

Updating AutonomousProxy regularly from its Authority
Pros:
-Won’t desync with server.
Cons:
-Can’t do every frame,
-Jittery on client.

Sending delta velocity/position data through the RPC rather than input data
Pros:
-Less error from intergration / angle math,
Cons:
-Harder to validate,
-More desync?

Doing Physics calculations at predictable rate, rather than at frame rate.
Pros:
-Less error from client vs server frame rate variability?
Cons:
-More error from bigger deltaTs?

Those are all things I tried before discovering this course, and none of them quite worked out for my game’s needs. So I gave up and replaced all the Pawns with CharacterPawn derived classes lol. Maybe I can learn something that doesn’t require it to be a CharacterMovement component-based class in this course though.

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