Original Post — Direct link

Post that this topic is to respond to.

Here's my two cents on it.

There exists a feature that is either relevant or a robust solution solving this exact location lag issue. And quite literally bugging me ever since I first started covering developer livestreams, because I usually update all of them after a major stream to highlight what is completed and what is.

The feature is called interpolation compensation or whatever developers call it. And since literally anything on developer streams are 100% top priorities that is a MUST do and hype content, I post this with caution that I am not a developer, but believe this feature doesn't get the attention it needs and never gets mentioned.

Here is the post that describes what it is, does, and where it exists. Under "Paul's Worklist"

To be fair, I did surprisingly get a response by Paul about it after DX11 released. But it's been 3 months or more past, and I despise every livestream not being able to check that off the list. And definitely more concerned that Paul is so wrapped up in things that it will be dropped and never happen.

So seeing this just tripped my anger, and as passive agressive as I am(Wrel knows), I really, really want an answer to this feature. Because that's the purpose of actively tracking progress and history by things my favorite loving Planetside developers I know and love for quite a while. Pls answer devs.

Thanks, and love you Paul! :>

P.S. Planetside redditors, pls updoot for attention. I f*cking hate how this keeps sticking out everytime I update the developer stream progress and it drives me NUTS.

External link →
over 5 years ago - /u/Wrel - Direct link

So, the interpolation changes have been done and sitting on Live for some time now, but they've been toggled off for a couple of reasons.

First is that we need to do a test run before we decide (and *if * we decide) to turn them on for good, and we've been handling much higher priority issues post DX11, much (but not all) of which is thankfully resolved now.

Second, and the main point of concern internally, is that it significantly increases our bandwidth usage. This means it costs us more money and may come with performance implications (the opposite of what we want.)

We'll need to schedule some time to do testing with proper metrics on how the change is performing Live, which is the most challenging part. Feedback about hit registration, framerates, and performance in general tends to be a broad spectrum of feels with evidence rarely coming alongside it. When we see video of an issue like in the OP, it tends to be of a situation that's an edge case with a variety of factors that could cause it. Is he lag switching? Is his ping just bad? If your ping just bad? Is it a server hiccup? Is it actually an animation issue, which would mean that the interpolation changes wouldn't actually fix this particular problem (recent example is of players teleporting while strafing, due to how the animation network was transitioning from idles to movement states while firing)?

We can talk about it again, and see if it makes more sense to give it some attention, but that answer could very well be no, not right now or just no. Just to reiterate, in case it got lost in the last paragraph, the interpolation changes may not solve this particular issue.