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Showing results for tags 'sim boundary'.
I've been looking at why vehicle behavior when crossing sim boundaries is so bad. One problem is viewer-side. The effect where vehicles go flying off into space at a sim crossing and then come back is a viewer-side problem. Whatever extrapolation algorithm "Velocity Interpolate Objects" uses is flawed, at least in Alchemy. Try driving a vehicle at moderate speed over a sim boundary on a connection with some lag. You'll probably fly off into space and then come back. Now turn off off "Velocity Interpolate Objects" in the Develop menu, and repeat. Now you stall for about a second when cross