Author Topic: Explanation of Dead Reckoning in MMO's  (Read 6563 times)

kaerli2

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Re: Explanation of Dead Reckoning in MMO's
« Reply #15 on: April 11, 2009, 10:39:16 pm »
Our problem isn't our timebase, it's ORDER.  Our current DR algorithm is second-order (using position, velocity, and acceleration) AFAIK.  Going to a third-order algorithm (using jerk in addition to acceleration, velocity, and position) will yield better DR behavior...

Elvors

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Re: Explanation of Dead Reckoning in MMO's
« Reply #16 on: April 12, 2009, 07:53:45 am »
Higher order will help only if jerkiness can be at least partially predicted.