OP EDIT: was in another thread, involves lag related collision:
I wont comment on the issue above but i've seen mostly Anthony, the rest are in my mirrors and the disappear in the distance. I've learned that i need to keep +5m distance to Anthony (+1m wheel to wheel or more), i know he knows it too and our battles have been fair and safe. But i believe it really took one major possibility of an race ending incident earlier where my heart jumped massively enough to remember that.
And i haven't had so much experience driving with drivers from the pacific side of the globe, most i've done is some US guys and mediterranian, i'm surprised than we can even keep our brothers in the game, that is one huge accomplishment. I have done a lot of research thou on the collision detection and latency, it has something to do (insert sarcasm quotes there..) on the issue here. As i think i got some theoretical of how the prediction system works..
Simple. That's the current prediction system, efficient, simple and works only in racing games where trajectory changes relatively slowly.. In FPS games you can change direction very quickly, doing 720 jump q-scope headshot is a "skill" that some even revere. But they don't travel rather parallel to the ground, 300km/h per hour to one direction, the YAW rate is ridiculously slow, almost using only one axis from the 3D world, very close to being one dimensional in very small time-frames... So this prediction system is efficient, it's easily predictable in human terms too, cars keeps going the direction it is going negating any yaw change, like the car loses all grip and just keeps going straight until the next frame of information is completely transmitted to your display and other output devices....
One could say that inside is safe, outside dangerous, since the trajectory points there but then again, sometime the data gets confused, you make a corrective move, and it just halts in the direction you inertia was taking you but the steering wheel and thus simulated slip angle hasn't taken effect yet and you get really good hit in the latency.. Mostly the chicanes have this. You may tap the inside guy... But then the energy of that collision is really small, the two vehicles trajectories are most likely almost parallel so the hit is much smaller. In the worst case scenario, it happens and it's not even that rare. Statistically outside should be more dangerous anyway.. (no statistic is available.. no ****)
I hope they have taken more yaw rate in to calculation to the next gen simulation model, it's so easy to calculate...Now it's just a straight line. At some point the game decides it has taken too long since a good frame was receiver, and it switches off the collision from that model globally (from all machines, server side command), then receives new frame and updates data, get's another delay, etc.. then we get infmaous the skip. All this is works around ½->1s range.... Really bad skip takes about double of that and then ~5s skip would be considered as catastrophic, don't know if there's another layer beyond that and if there's additional layers before that... Not important, we are looking at functions under 1s... At some point it shuts the connection but that's 10-30s range.
Ok, off-topic but there are some very basics that i've learned... i still can't figure what those magical algorithms do but maybe this gives some important info how the technical side works, the mechanics don't lie, they are totally objective, favours no-one.. (but itself, but that's another matter entirely, we don't race against ofline AI..)
EDIT Oh, one more little detail, some of you who bothered to read that and got some clue maybe interested to know: the physics engine works roughly at ~100Hz. It may go to 1kHz but that is AFAIK the minimum value. It doesn't always have all the data to perform correctly so it makes guesses from time to time. But that should be the minimum rate to have enough accuracy. if anyone know anything different, please, tell me, i'm dying to know the actual rate...
I wont comment on the issue above but i've seen mostly Anthony, the rest are in my mirrors and the disappear in the distance. I've learned that i need to keep +5m distance to Anthony (+1m wheel to wheel or more), i know he knows it too and our battles have been fair and safe. But i believe it really took one major possibility of an race ending incident earlier where my heart jumped massively enough to remember that.
And i haven't had so much experience driving with drivers from the pacific side of the globe, most i've done is some US guys and mediterranian, i'm surprised than we can even keep our brothers in the game, that is one huge accomplishment. I have done a lot of research thou on the collision detection and latency, it has something to do (insert sarcasm quotes there..) on the issue here. As i think i got some theoretical of how the prediction system works..
The car keeps it's trajectory and current speed until the next frame arrives
Simple. That's the current prediction system, efficient, simple and works only in racing games where trajectory changes relatively slowly.. In FPS games you can change direction very quickly, doing 720 jump q-scope headshot is a "skill" that some even revere. But they don't travel rather parallel to the ground, 300km/h per hour to one direction, the YAW rate is ridiculously slow, almost using only one axis from the 3D world, very close to being one dimensional in very small time-frames... So this prediction system is efficient, it's easily predictable in human terms too, cars keeps going the direction it is going negating any yaw change, like the car loses all grip and just keeps going straight until the next frame of information is completely transmitted to your display and other output devices....
One could say that inside is safe, outside dangerous, since the trajectory points there but then again, sometime the data gets confused, you make a corrective move, and it just halts in the direction you inertia was taking you but the steering wheel and thus simulated slip angle hasn't taken effect yet and you get really good hit in the latency.. Mostly the chicanes have this. You may tap the inside guy... But then the energy of that collision is really small, the two vehicles trajectories are most likely almost parallel so the hit is much smaller. In the worst case scenario, it happens and it's not even that rare. Statistically outside should be more dangerous anyway.. (no statistic is available.. no ****)
I hope they have taken more yaw rate in to calculation to the next gen simulation model, it's so easy to calculate...Now it's just a straight line. At some point the game decides it has taken too long since a good frame was receiver, and it switches off the collision from that model globally (from all machines, server side command), then receives new frame and updates data, get's another delay, etc.. then we get infmaous the skip. All this is works around ½->1s range.... Really bad skip takes about double of that and then ~5s skip would be considered as catastrophic, don't know if there's another layer beyond that and if there's additional layers before that... Not important, we are looking at functions under 1s... At some point it shuts the connection but that's 10-30s range.
Ok, off-topic but there are some very basics that i've learned... i still can't figure what those magical algorithms do but maybe this gives some important info how the technical side works, the mechanics don't lie, they are totally objective, favours no-one.. (but itself, but that's another matter entirely, we don't race against ofline AI..)
EDIT Oh, one more little detail, some of you who bothered to read that and got some clue maybe interested to know: the physics engine works roughly at ~100Hz. It may go to 1kHz but that is AFAIK the minimum value. It doesn't always have all the data to perform correctly so it makes guesses from time to time. But that should be the minimum rate to have enough accuracy. if anyone know anything different, please, tell me, i'm dying to know the actual rate...