public record class LagCompensationSettingsHow far back the server is willing to look, and how far it is willing to be told to.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Every number here is a fairness decision, not a performance one. Lag compensation is the server agreeing to judge a shot by what the shooter saw rather than by what was true when the packet arrived, and that agreement always costs somebody something: the player who was shot has already moved, and is killed from behind cover they believe they reached. Every value below is a point on that trade, which is why they are settings with reasons rather than constants.
The defaults are the conventional ones for a 30 Hz shooter and are deliberately not generous. A larger window buys fairness for high-latency shooters and sells it from everybody they shoot at.
Fields and properties (4)
public TimeSpan MaxRewindThe furthest back a rewind will ever go, whatever anybody claims or measures.
public int HistoryTicksHow many ticks of pose history to keep per tracked body.
public int InterpolationSlackTicksExtra slack added to a player's measured round trip, covering the interpolation delay they were rendering at.
public bool InterpolateWhether to interpolate between the two captures either side of the target.
Used by (2)
- LagCompensationTestsVixen.Net.Physics.Tests
- LagCompensatorVixen.Net.Physics