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Changed default NT BRM to 3 (#3496)
5 (the previous default) covers really bad pings in return for noticeable delay. However, not every game should have this as their default. 1 being almost instant movement for minimal smoothing (could be best for VR and other uses), from testing 3 is a nice balanced result.
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@ -17,9 +17,9 @@ public class NetworkTransform : NetworkTransformBase
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uint sendIntervalCounter = 0;
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uint sendIntervalCounter = 0;
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double lastSendIntervalTime = double.MinValue;
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double lastSendIntervalTime = double.MinValue;
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// 3 was original, but testing under really bad network conditions, 2%-5% packet loss and 250-1200ms ping, 5 proved to eliminate any twitching.
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// Testing under really bad network conditions, 2%-5% packet loss and 250-1200ms ping, 5 proved to eliminate any twitching, however this should not be the default as it is a rare case Developers may want to cover.
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[Tooltip("How much time, as a multiple of send interval, has passed before clearing buffers.\nA larger buffer means more delay, but results in smoother movement.\n3 is recommended for faster responses, with minor smoothing. ")]
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[Tooltip("How much time, as a multiple of send interval, has passed before clearing buffers.\nA larger buffer means more delay, but results in smoother movement.\nExample: 1 for faster responses minimal smoothing, 5 covers bad pings but has noticable delay, 3 is recommended for balanced results,.")]
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public float bufferResetMultiplier = 5;
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public float bufferResetMultiplier = 3;
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[Header("Sensitivity"), Tooltip("Sensitivity of changes needed before an updated state is sent over the network")]
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[Header("Sensitivity"), Tooltip("Sensitivity of changes needed before an updated state is sent over the network")]
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public float positionSensitivity = 0.01f;
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public float positionSensitivity = 0.01f;
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