How to reduce or even eliminate the affects of actor state jumps while online
Posted: Sat Oct 29, 2016 3:40 am
Hello,
It seems that if there are a fair amount of state jumps in actor definitions that the actor will desync and contribute to packet loss quite easily while playing online. I'm curious to find out if there's a way to reduce or even eliminate this pesky byproduct if ACS was used instead to directly manipulate the said actors and achieve the same affect, but without the state jumps or am I completely insane to even think such a thing?
It seems to me that ACS would have a harder time becoming out of sync as opposed to DECORATE, but I of course have no idea how each aspect is handled online. Hell, they may even be handled and processed the same way and you're screwed either way.
Can someone shed some light on this topic? Will a DECORATE-ACS hybrid result in less desyncs while playing online or is it all the same?
Best regards,
- Jason
It seems that if there are a fair amount of state jumps in actor definitions that the actor will desync and contribute to packet loss quite easily while playing online. I'm curious to find out if there's a way to reduce or even eliminate this pesky byproduct if ACS was used instead to directly manipulate the said actors and achieve the same affect, but without the state jumps or am I completely insane to even think such a thing?
It seems to me that ACS would have a harder time becoming out of sync as opposed to DECORATE, but I of course have no idea how each aspect is handled online. Hell, they may even be handled and processed the same way and you're screwed either way.
Can someone shed some light on this topic? Will a DECORATE-ACS hybrid result in less desyncs while playing online or is it all the same?
Best regards,
- Jason