This is a video I've known about for a while know... I was just talking to some people about interp and the relationship between the player model and the actual hit boxes and how changing lerp adjusts the positioning of the hitbox in relationship to the player model.
Thought I'd also post here. Yes this is a Day of Defeat Source video, but since its source engine still it should be quite similar to TF2.
Just thought some people might find it helpful. I was unable to find any TF2 interp type videos with demonstrations like this.
https://www.youtube.com/watch?v=j1OqFVlgGp8
This is a video I've known about for a while know... I was just talking to some people about interp and the relationship between the player model and the actual hit boxes and how changing lerp adjusts the positioning of the hitbox in relationship to the player model.
Thought I'd also post here. Yes this is a Day of Defeat Source video, but since its source engine still it should be quite similar to TF2.
Just thought some people might find it helpful. I was unable to find any TF2 interp type videos with demonstrations like this.
https://www.youtube.com/watch?v=j1OqFVlgGp8
you should read https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
and not refer to a 2008 youtube video for game engine insight
you should read https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
and not refer to a 2008 youtube video for game engine insight
Note: If you turn on sv_showhitboxes (not available in Source 2009) you will see player hitboxes drawn in server time, meaning they are ahead of the rendered player model by the lerp period. This is perfectly normal!
also note that lerp (or client interpolation period) is a value the client chooses. the server is given this as a parameter to include in its lag compensation code, which is a small contributor when rolling back the state of the game to see if a shot was on target or not
[quote]Note: If you turn on sv_showhitboxes (not available in Source 2009) you will see player hitboxes drawn in server time, meaning they are ahead of the rendered player model by the lerp period. This is perfectly normal![/quote]
also note that lerp (or client interpolation period) is a value the client chooses. the server is given this as a parameter to include in its lag compensation code, which is a small contributor when rolling back the state of the game to see if a shot was on target or not
mebyou should read https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
and not refer to a 2008 youtube video for game engine insight
If I wanted to confuse my friend, I would have linked them to this TLDR developers document. I know the video I posted from 2008, but the concept is still the same.... But seriously are there any more modern demonstration videos? I've not found any.
[quote=meb]you should read https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
and not refer to a 2008 youtube video for game engine insight[/quote]
If I wanted to confuse my friend, I would have linked them to this TLDR developers document. I know the video I posted from 2008, but the concept is still the same.... But seriously are there any more modern demonstration videos? I've not found any.