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over 4 years ago - /u/Scriptacus - Direct link

Originally posted by Hieb

Yeah it was probably due to that (though normally with that icon I experience rubber bandy movement and it was fine), though that's a problem in and of itself considering packet loss happens near constantly with 16+ squads alive, unless everyone lands in their own corners of the map.

The prediction error icon is definitely related. That icon appears when we detect a mismatch between what your client predicted would happen vs. what the server determined actually happened. Here, your client predicted your EVA-8 rounds hitting (hence, the fountains of impact sparks), but for some reason the server thinks the shots missed. Unfortunately, the icon doesn't tell us WHY the prediction error occurred, but I've forwarded the video to QA to see if they can help find a repro. Over the past months we've found and fixed a number of prediction error related issues, but clearly some still remain.

over 4 years ago - /u/Scriptacus - Direct link

Originally posted by Honor_Bound

Just out of curiosity, is this issue something that could likely be fixed by increasing the server tick rate from 20?

Nope. The issues tend to be caused by things not being calculated the same between the client and the server in prediction. For example, some of the previous hit-reg issues were caused by the client and the server calculating IK poses differently. That can be caused by something as simple a slightly different code path being taken in a function, to a more fundamental issue like some piece of code incorrectly generating a non-deterministic number for a random value that is used by another part of the prediction code.

over 4 years ago - /u/Scriptacus - Direct link

Originally posted by Oxbivious

If you watch streamers playing youll notice that they will get prediction errors in almost every fight.

True. We erred on the side of caution with the prediction error icon, so a lot of the prediction errors that you see are false positives. This one doesn't fall into that category.

over 4 years ago - /u/Scriptacus - Direct link

Originally posted by mc_stormy

Totally totally, yeah. I understand 100% what you're saying. :|

Well, I can try to explain a little:

Imagine that when a player takes damage, we have a "flinch" animation that we play. Imagine you're lagged and you shoot a player; on your client you predict that you hit them (based on their position relative to your gun). Keep in mind that the server doesn't even know you've fired a bullet yet, so you also predict their playing of the flinch animation. If your client didn't do this, any followup shots might appear to hit the enemy on your screen, but might miss on the server because the server played the flinch, which changed this position of the enemies hitboxes, meaning your bullet passed an centimeter from their head instead of hitting it. That's an example of something that has to be predicted and played in sync on the server and the client. Now imagine we have 3 flinch animations instead of 1, and we want to choose one at random to play. To do this, you need to use a deterministic random number generator so that the client and server can both generate the same "random" number and play the same flinch animation. Otherwise the server might pick 1, and your client might pick 3, and you'll get a prediction mismatch.






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