Vixen
02b45cc4
csharp
public record class LagCompensationSettings

How 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 MaxRewind

    The furthest back a rewind will ever go, whatever anybody claims or measures.

  • public int HistoryTicks

    How many ticks of pose history to keep per tracked body.

  • public int InterpolationSlackTicks

    Extra slack added to a player's measured round trip, covering the interpolation delay they were rendering at.

  • public bool Interpolate

    Whether to interpolate between the two captures either side of the target.

Used by (2)

  • LagCompensationTestsVixen.Net.Physics.Tests
  • LagCompensatorVixen.Net.Physics