Thread: Network Interpolation

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  1. #1 Network Interpolation 
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    Some people on mumble were asking about this the other night, I did some searching and found some info on it.

    http://www.reddit.com/r/battlefield3...e_for_the_new/

    Higher interpolation - smoother movements of other people on the server, however you are not guaranteed to hit the target, because the interpolated position does not correspond to the actual position on the server
    Lower interpolation - jerkier movements, but you can be sure that if you fire at a guy, then you will hit him.
    In general, set it to as low as possible without seeing rubber banding. With the higher interpolation, if the server updates relatively fast, you are not going to see any benefit.



    A high value makes the game "smoother" and makes it easier to lead and hit targets. However, also increases the delay for you perceiving "unpredictable" events like someone else throwing a grenade or hitting you with bullets. Increasing the interpolation can help mask packet-loss problems with your connection.
    A low value makes player/vehicle movement more "jittery", but gives you increased time to react to those unpredictable events.
    You want something in the middle that feels comfortable.
    If interpolation delay works like in Source games its somewhat like this: everything that you see on your screen is delayed by a set ammount of time (interpolation) + your latency (ping). Interpolation acts as a way to smooth the movement of others players models. With a bad connection (low packets recieved by your client) and high interpolation your game should still be smooth. Bad connection + low interpolation = jittery model movement. Lowering interpolation also means your client needs more packets recieved and a good connection to keep smooth model movement. Also setting interpolation too low when you have a high packet loss or less fps than updates required by the server you may experience your shots not registering properly.



    Interpolation is how the game synchs the model and the hitbox so if it's at 0 the model should be exactly where the hitbox is, making animations clunky, players will warp around. High interpolation is a no no, go for the lowest possible interpolation where the models aren't warping around like crazy.
    So just experiment with it what works best for you



    basically this. 0 gives you the most accurate position, with choppy movement and whenever it comes to an enemy model flying through the air or something, it's gonna look utterly crappy. i was fine with the ground movement of enemies with 0, but then decided to go to 50% due to the explosion flying thing.
    This setting all the way to the left at 0, caused choppy movement. At 50% it seems to work but I need to play more with it, some people saying 1/8 of the bar full is a good setting.
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  2. #2  
    Operations Manager, Online Server Admin, Event Setup Administrator InSaNeOldGuy's Avatar
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    can you fix that link ?
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  3. #3  
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    Quote Originally Posted by InSaNeOldGuy View Post
    can you fix that link ?
    Fixed
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