Bug #24252

Updated by Anunnaki almost 6 years ago

Non-local objects (in MP game) are moving jerky.

It is caused by three BUGs/errors that I know of:

*1. BUG "non-driver passanger":*
Description: If a player is in the vehicle except the driver position, non-local objects are moving jerky.
Repro steps: try repo mission as "gunner", don't touche antyhing, just turn external view on, and look around at leaders vehicle
Status: NOT-FIXED till now
Video of this BUG: http://www.youtube.com/watch?v=7hbj8mn77Kw
How it should be: http://www.youtube.com/watch?v=l-_rVxq7Ssc

-*2. BUG "observer outside vehicles"*-
Description: If a player is not in vehicles and looks around, non-local objects are moving jerky.
Repro steps: try repo mission as "civilian", just look at two vehicles front of you, how they are moving (you can zoom in)
Status: FIXED: "[84464] Improved: MP: Remote units should move a lot smoother."
Video of this BUG: http://www.youtube.com/watch?v=7aYdISyg7_4
How it should be: http://www.youtube.com/watch?v=7YQpOqbYeps

*3. -*3. BUG "stop jump"* jump"*-
Description: If the remote object stops, makes a small jump back.
Repro: http://dev-heaven.net/issues/24034
Status: NOT-FIXED - APPEARED AGAIN, was fixed: FIXED: "[84285] Fixed: MP: Remote units jumping back when stopping"
Video of this BUG: http://www.youtube.com/watch?v=yuNajxm7kNs

Test conducted on one single computer:
CPU: Phenom X4 3400MHz, RAM: 8GB, GC: ATI 4890OC 1GB, LAN 1Gbit
Clean game installation, all configuration files are default.
Graphics resolution 1920x1080, all other graphics details on absolute minimum, visibility default, so there is no problem with slow HW.
Tests was conducted on LAN 1000MBit FD, packet response <1ms, so high response is not the case here.

Repro steps:
1. Start A2OA dedicated server.
2. Start A2OA client.
3. Connect to dedicated server and load mission "MP_Jerky_Motion_19"
4. <continue with repro step mentioned under concrete bug description>

What is this "MP_Jerky_Motion_19" repro mission about:
As we already know, in BIS game engine, vehicles are always local to the driver.
So when you play as "gunner" or as "observer", both strykers are local to server, so are "remote=non local" to player.
That means their moves are controled/calculated on server, and than transmited to you (players/clients).

Test results:
build gunner / observer / stop
----- ------ - -------- - ----
84467 bug / ok / bug ok
84426 bug / ok / ok

84391 bug / bug / ok
84290 bug / bug / ok

84260 bug / bug / bug
..... bug / bug / bug
83330 bug / bug / bug
..... bug / bug / bug
82948 bug / bug / bug
82901 bug / bug / bug
82604 ok / bug / bug
82489 ok / bug / bug
..... ok / bug / bug
82407 ok / bug / bug
..... ok / bug / bug
79384 ok / bug / bug

*Last BUG "gunner"="non-driver passanger" localized between builds 82604 and 82901*, it looks on "[82654] Optimized: Visual state interpolation fully enabled."