Original Post — Direct link

Previously I posted this: https://www.reddit.com/r/LastEpoch/comments/1ce0vdm/i_spent_hours_testing_transplant_rubber_banding/

To summarize, I observed that the rubberbanding effect of Transplant. As the time played grew, I began to see an effect after Transplant that would yank me back to the original Transplant target location after a delay. The delay (Time to Rubberband, if you will) grew completely at a linear rate. About 1.7s / hr.

It seems like most people don't experience this problem, but I've spotted posts of others that do.

I've spent a lot of time testing this and trying to rule out issues. In all my testing, I discovered something surprising about my PC. I'm having a small amount of drift in my clock. I'm slowly losing time. Comparing my PC clock vs NIT Internet Time Service, my PC clock is falling behind at almost exactly the same rate that my rubberbanding is growing!

Last Epoch Rubberbanding amount after 1 hour played:

From my last video after 60 minutes, I was rubberbanding 51 frames (on 30 FPS video).

51 frames to rubberband / 30 Frames per second = 1.7 second rubberband time

PC Time Drift

In 30 minutes of clock testing, I observed 0.845s of drift.

0.845s / 30m * 60m/1hr = 1.69s/hr

Conclusion

I would have trouble proving this with 100% certainty without access to some other systems with LE and some minor clock drift, but the fact that the hourly drift and hourly rubberbanding times are within 0.01s of each other seems too close to be a coincidence.

How this can be tested:

Time drift on PC was verified in 2 ways:

On the web:

NIST Time Server, https://time.gov

Windows Command Line:

w32tm /monitor /computers:time.windows.com,time.nist.gov

PC Problem? I guess? Is it also a bug for Last Epoch?

Now, this is being caused by an issue with my system, sure. But it sure looks like that when a game session starts that some kind of timer is being initialized on client side that is being used as part of the Transplant (and perhaps other traversals) code. It isn't updated until you re-log or die and respawn.

I think there's an assumption that the timers will be in sync with the sever, and in theory they should be very very close. Though, a tiny amount of clock drift is not that unusual. So while mine might get bad very quickly to being unplayable in an hour, someone with a more normal level of drift might notice a minor rubber band effect after 2 or 3 hours of play (without death).

In the Meantime...

I'm also contacting my PC support. It's a 5 month old PC under warranty, so I'm definitely getting this looked into.

TLDR : I believe PC Clock Drift seems to result in Transplant rubberbanding

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Update: (I previously posted this below, but I'll add it here as well)

I created another test, which I think backs up the theory time clock drift is a cause for this.

  1. I powered on my old PC and measured its drift. I calculated ~0.0583 per hour.
  2. Based on experience, I began to notice the rubberbanding in real-time when it gets between 0.2 and 0.3, so I predicted that I would get within threshold of it being visibly noticeable after about 4 hours.
  3. After 4 hours, I tried Tranplant. I could see the tiny rubberband happen after casting Transplant, similar to what I'd see in 10 minutes on my NEW PC.

It doesn't prove that all cases of rubberbanding are caused by this, but it does seem to prove that clock drift will cause this.

And it also demonstrated that the problem can exist more widespread with enough playtime on even a more normal level of minor drift.

External link →
about 1 month ago - /u/moxjet200 - Direct link

I’ll link this to our dev team to get their thoughts