Hurtworld single player mod
Jitter can be hidden by increasing how far behind the current time we run our interpolation of the vehicles, the downside of this is it will greatly increase latency of driving input controls.
#Hurtworld single player mod Patch#
We think we are pretty close to nailing server performance, hopefully this patch will make some good progress. We believe once we get our server performance is tight it will allow us to deliver a much tighter gunplay experience than is possible in games that are designed to mask large latency spikes. These spikes are called jitter. Hurtworld is more sensitive to jitter than other survival / MMOs games out of choice. Whatever it is, you will only really notice it while in a vehicle. It could be a new player being sent heaps of construction data, a complex pathing calculation due to a creature moving through a massive base or the Unity garbage collector picking up memory that a plugin we use generated. In short, the vehicle lag is caused by any CPU spike on the server. Once the server gets out of its CPU spike and catches up the car starts moving again.
#Hurtworld single player mod update#
Vehicles on the other hand use a physics simulation that is much harder to predict on the client, its not impossible but currently we are working with a simpler model: run everything server side then stream positions to the client (Players other than yourself steam positions also as predicting humans isn’t a good idea).ĭue to this, if a client stops getting positional updates for 500ms the game has no idea where to move the vehicle and will stop in its tracks waiting for the next update from the server. The only time you see lag on the client movement is when the server is seriously struggling or your ping is higher than the allowed prediction amount. This (among other things) allows the server to have a CPU spike for whatever reason, catch up on things and keep running without the client showing you anything was wrong. This is by no means out of the ordinary for an FPS, its called client side prediction. We have very complex lag compensation systems in place for player movement. Something that might not be immediately obvious is why vehicles are so jerky when everything else is running fine. These changes will hopefully give servers a much longer performance life, if not indefinitely.
![hurtworld single player mod hurtworld single player mod](https://i.ytimg.com/vi/jvI09pdsUa8/maxresdefault.jpg)
![hurtworld single player mod hurtworld single player mod](http://hurtworld.com/wp-content/uploads/2017/05/UIchanges.png)
![hurtworld single player mod hurtworld single player mod](https://maddownload.com/wp-content/uploads/2017/08/Hurtworld-driveby.jpg)
This was part of a major server performance pass cow_trx and I have been doing over the last week. This change will go in with this weeks wipe on Friday. This took a little longer than expected, but should now make vehicles that aren’t currently being driven consume negligible amounts of CPU (and they were using a lot). I did a bit of work this week on fixing the Vehicle performance issues caused by vehicle parts being more common. Welcome to the 20th Hurtworld Dev Blog! Not a whole lot to show from me this week as the Shigi Tools SDK integration will take a while to get things happening.