Post by Power Supersport on Jan 7, 2017 8:46:20 GMT
Haha, buddy... There's no such thing as anti-lag script anywhere... It's up to you to make your graphics optimized for 3D Rad as the engine that itself isn't very optimized... Plus the script object doesn't have too much internal power and can't control the core of 3D Rad...
While a anti-lag doesn't exist there is a process that can make a project look as though lag isn't happening.
It's a process called prediction and i don't think anyone on the forum has tried to create a project using this method.
I have considered it but never tried to do it.
It works like this...
The server has absolute world positions & rotations for all objects which it sends to all clients.
The magic ( prediction ) happens in the clients, where the absolute values are the target values to achieve, and the client would move each object gradually till those positions / rotations matched,
Prediction assumes the objects probably are still moving in the same general direction, so when an update target position is received, the objects probably wont be to far away from the new target locations / rotations, making everything look smoother and with less lag.
In any project not using this process, when ever lag happens, objects can be seen jumping quickly from position to position or even become frozen for a time till an updated position is received, then it jumps or transports quickly.
In a project using prediction or some form of anti-lag compensation the objects would always have a target location to move to and if no update is received they would continue to move in a straight line on the last path until new target locations / rotations were received. This prevents objects from "looking" like lag is happening by keeping things smoothly and constantly moving, but in it's self can cause objects to move on weird paths when lag is actually happening.
Basically its a trade off because lag cant be prevented, its an internet / networking fact of life.
Another probably better idea & if used with prediction would the best of both worlds. Use 3drads script command iNetLag(int);to match up server and clients with similar lag numbers, or in other words, prevent any client from joining a server project unless it's lag is low enough to prevent play issues. This is used in some network games because some programs will actually seem to allow cheating to happen due to a lagy players connection ( imagine a player you're trying to shoot, instantly jumping from position to position, almost making it impossible to hit and can be viewed as cheating, but is probably just the programs lack of dealing with lag issues properly )
Jun 30, 2017 20:54:23 GMT
Last Edit: Jun 30, 2017 21:01:19 GMT by TinSoldier