Hello! I’m doing a custom replication, but the character jitters when interpolating and idk why
Interpolation.rbxl (96.7 KB)
Hello! I’m doing a custom replication, but the character jitters when interpolating and idk why
Interpolation.rbxl (96.7 KB)
not sure i see any interpolation here? seems like you’re just constantly setting the CFrame at around 20hz over network?
Got a recording of the jitter? That’d help us figure out what’s going on
Also can try these out first
You’re setting the model cframe to Snapshot:Get(RenderAt), so:
RenderStepped instead of PostSimulation. I’m assuming the characters are rendered without expecting any physics interactions from the rendering (client) side, so this should give you smooth(er, hopefully) rendering^ If those don’t fix it:
Snapshot:Push and verify itAre you sure the alpha value for vector.lerp is always constrained to [0, 1]?
Yep
(AfterData.Time - BeforeData.Time)``` -- This code making [0, 1]. If im add math.clamp(x, 0, 1) but its didnt change anything
Try comparing your code to existing custom replication systems like Chrono
Also I’m assuming this is only a debug kind of view to show how rendering from the network looks like, if this is for your own player controlled character then it’d be a very bad user experience.
Green - client
Red - server
Blue - interpolated position
Chrono using dynamic interpolation buffer and client time. I need to use server time and snapshots from server