Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by James Simpson · May 11, 2010 at 11:35 PM · lagjitterinterpolationsmartfox

Remove jitter from interpolation of multiplayer networking (C#, Smartfox Server)

I've finally finished making a "simple" multiplayer networking project using C# and Smartfox Server, including interpolation (I used the code included in the Networking example and then modified it to work with SFS). This works fairly well, and the movement is quite smooth, but there is still occasional jitter.

It appears that the jitters happen when the latency increases (as would be expected), so that the 100ms of interpolation has happened, but the next position packet hasn't arrived yet. I don't know if I'm just too brain dead from working on this all day, but I can't seem to figure out a way to remove the jitter. Currently I get the timestamp in ms from the server and then increment it on the client side, but should I be sending the timestamp with every single update from the server (this seems like it would add even more unneeded latency)? I'm not looking for code necessarily, but rather just a conceptual explanation of how I could go about eliminating the jitter.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by JC · May 12, 2010 at 12:19 PM

You must build some kind of Dead Reckoning.

Check ou those articles:

GameDev.net - Defeating Lag With Cubic Splines

Gamasutra - Features - "Dead Reckoning: Latency Hiding for Networked Games" 09.19.00

Gamasutra - Features - Propagation of Visual Entity Properties Under Bandwidth Constraints

A Simple And Robust Time Synchronization Technique

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

Rigidbody interpolation problem 0 Answers

Mouse input lag causes line rendering jitter 1 Answer

Game "laggy" at 30FPS smooth on 60 2 Answers

RB Interpolation 1 Answer

Get Interpolated rigidbody velocity 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges