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.
This commit is contained in:
JesusLuvsYooh 2023-06-05 05:18:54 +01:00 committed by GitHub
parent 1b6bb1e28a
commit f0005f0021
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -17,9 +17,9 @@ public class NetworkTransform : NetworkTransformBase
uint sendIntervalCounter = 0;
double lastSendIntervalTime = double.MinValue;
// 3 was original, but testing under really bad network conditions, 2%-5% packet loss and 250-1200ms ping, 5 proved to eliminate any twitching.
[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. ")]
public float bufferResetMultiplier = 5;
// 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.
[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,.")]
public float bufferResetMultiplier = 3;
[Header("Sensitivity"), Tooltip("Sensitivity of changes needed before an updated state is sent over the network")]
public float positionSensitivity = 0.01f;