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johnny vet boy b

Why do distant soldier animations jerk?

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Well I can confidently say that I've never experienced this while running a mission on my own machine. When it came to my attention was when I was hosting an MP 'seize the base' (perfect mission to test it on). The far-off enemy units moved perfectly on my screen and a friend of mine who was playing from my hosted game on a machine next to mine on the LAN asked me why the units were jerking. I looked over at his screen and there it was - the good ol' unit-jerk (just like it was in OFP).

The first time I experienced the unit jerk was when I was playing a mission hosted on the other machine on the LAN because I didn't have the mission file. The exact same mission, when hosted on my machine, doesn't jerk at all. Same applies to playing online.

Now, whether it's this or that, I don't know. My money lies on it being a client-side issue or optimization but obviously I didn't make the game so I couldn't say for sure.

I would honestly go for chucking more bandwidth at the problem if need be because for me, it tends to be an immersion-killer.

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Hello,

regardless of it being netcode or whatever, its a bloody pain for marksmen/snipers as the little men jerk off all over the place and it messes up ones aiming.

Ok, It may be LoDing to reduce lad etc but I'd rather have a smoothly moving ultra low nodel than a mid res one doing the "JerK".

Can I change settings to enable smooth men?

I dont like a man who Jerks.

rgds

LoK

Imagine the bloody pain of them taking out this feature. Then your whole game can be a slide show, regardless of distance!

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I hosted an offline Evolution 1.5a on the weekend. NO jerking units at all...it was flawless even when sniping with M107 at my max viewdistance. (and I'd consider that to be quite a heavy mission in terms of resources.)

when I go online and play with a ping of even just 10...different story all together. whistle.gif

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I would say that this is related to desync. Client predicts, server corrects, the more desync the fewer corrections the client will recieve, the fewer the corrections the more drastic the position shift seems when an update is finally recieved.

I just popped on here to check for desync related problems, like I am having on my dedicated server, where warping/invisible enemy kill shots are the main manifestation. Usually, when I get 4 ppl or more connected, worst when someone new is in the process of connecting.

Map is Evolution 1.5a...

my favorite thing (sarcasm) is when I am tracking an enemy to lead the shot at him and he suddenly disappears then "ugh" he shoots me from a completely different direction than I last saw him running toward.

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MinErrorToSend=<limit>;

Minimal error to send updates across network. Using a smaller value can make

units observed by binoculars or sniper rifle to move smoother.

Default: 0.01

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MinErrorToSend=<limit>;

  Minimal error to send updates across network. Using a smaller value can make

  units  observed by binoculars or sniper rifle to move smoother.

  Default: 0.01

i have the minerrortosend set to .0085 and I still get a lot of warping vehicles. Infantry still warps but it seems to be better now.

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I've noticed several times that when looking at soldiers running around over several hundred metres away without zooming in they tend to animate in discrete jerky frames although the rest of the game is still zipping along at a steady 60fps (I use fraps and have a top of the range system that runs the game beautifully so it is definately not a low fps issue).

And when I zoom in on them the animation becomes smooth, zoom back out they jerk etc.

Has anyone else noticed this? Is it something hard coded in the engine to save hardware resources for distant objects by not showing all the frames of animation? And if so, is there a value I can change in a config type file to force all the animations to play, cus it just looks weird sometimes and pulls my eye which is not good for the level of deep immersion I like to get into with this game?

yes i hope they fix this. you can look away and back again and they go smooth. all very strange

oops. its the same in arma2 dontcha know. dammed search

Edited by flake
wrong arma lol

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This thread is older than 6 months old, and with no relevant information to add, I'm closing it. ;)

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