[Lou]Vehicle lag compensation not active when remote controlling

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[Lou]Vehicle lag compensation not active when remote controlling

Post by Linventor »

Exactly what it sounds like.
I play with someone a quarter of the way across the globe, so lag compensation has been awesome. Was a little surprised when it went away upon clicking the button to remote control my tank.
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Re: Vehicle lag compensation not active when remote controlling

Post by nova4x »

This is also an issue for me. I have a server that I host myself but even I have some latency as I'm not always at home. The lack of lag compensation for vehicles, specifically tanks as that's where I've encountered it currently, on map view is jarring. It sucks even more for my friends that are even farther away from the server than I am.
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by Lou »

Hi. I consider this a feature request, not a bug. I plan on implementing this feature, but don't hold your breath, bugs take priority.
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by nova4x »

Lou wrote: Wed Nov 06, 2024 9:56 am Hi. I consider this a feature request, not a bug. I plan on implementing this feature, but don't hold your breath, bugs take priority.
Cool, may I ask what makes this different to implement compared to the current lag compensation when the vehicle is player controlled?
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by Lou »

nova4x wrote: Sat Nov 09, 2024 11:02 pm
Lou wrote: Wed Nov 06, 2024 9:56 am Hi. I consider this a feature request, not a bug. I plan on implementing this feature, but don't hold your breath, bugs take priority.
Cool, may I ask what makes this different to implement compared to the current lag compensation when the vehicle is player controlled?
Well. currently, the system counts with only one latency car - the one character is driving (or controller driving in editor and god mode or was just exited). The problems that would need to be solved are mostly two types as I see it: 1) to correctly handle the case, where there could be 2 latency driven vehicles (one physically and one remotely). and 2) correctly handle related logic: there is a lot of logic about centering controllers, (not) drawing character, rendering correct interface and stuff like that.

I don't expect anything to be particularly difficult, but it definitely would not "just work", therefore it needs to wait its turn.
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by BlueTemplar »

Realistic lightspeed lag across different planets ?! :lol:
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by nova4x »

Lou wrote: Mon Nov 11, 2024 3:35 pm
nova4x wrote: Sat Nov 09, 2024 11:02 pm
Lou wrote: Wed Nov 06, 2024 9:56 am Hi. I consider this a feature request, not a bug. I plan on implementing this feature, but don't hold your breath, bugs take priority.
Cool, may I ask what makes this different to implement compared to the current lag compensation when the vehicle is player controlled?
Well. currently, the system counts with only one latency car - the one character is driving (or controller driving in editor and god mode or was just exited). The problems that would need to be solved are mostly two types as I see it: 1) to correctly handle the case, where there could be 2 latency driven vehicles (one physically and one remotely). and 2) correctly handle related logic: there is a lot of logic about centering controllers, (not) drawing character, rendering correct interface and stuff like that.

I don't expect anything to be particularly difficult, but it definitely would not "just work", therefore it needs to wait its turn.
Ah interesting. I still don't think this should be categorized as a suggestion rather than a bug because you'd expect that there would be lag compensation. Especially with the intention that you can do everything from remote view that you could do normally. The note about implementation details makes sense but the complexity of fixing a bug doesn't change whether it is considered a bug or not, so I ask that you reconsider the classification.
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by Lou »

While implementation dificulty does not change the bug designation in theory, in practice this will have its turn at the same time either way (last bugs/first new features). This has been internally designated as a feature even before the release, so I will continue treating it as such.

Furthermore, when it comes to latency hiding, there is a lot of stuff that is or is not supported for practical reasons that are not intuitive, so the argument about expectations is a bit weaker in this area than it would be in other aspects of the game IMO.
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by xylo »

BlueTemplar wrote: Tue Nov 12, 2024 12:57 pm Realistic lightspeed lag across different planets ?! :lol:
Given that they are 15000 to 30000km apart, it wouldn't be that bad. ;)
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by BlueTemplar »

Hey, that's 100ms and 200ms for a round-trip (so 6 and 12 frames), so actually pretty close to the issue here (IIRC the typical MP numbers for Factorio) ?
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by GregoriusT »

Used the Search Function before Bug Reporting and found this Thread.

Would also be nice if hitting the Shoot Button would not drop latency hiding. Literally all actions are latency hidden by now except hitting the Shoot Button (and this remote driving issue)

The moment you hit the shoot button, the camera jolts backwards, causing all aim to be off, the player/car starts lagging like hell to the point of walking/driving even slower than they normally would (because the game forcibly slows down your reaction speed), and the Biters/Pentapods/Demolishers instantly catch up to you and kill you, with no method of getting away at all.

Because of this, Combat in Transatlantic Multiplayer is by far the most horrible and frustrating thing in Factorio right now, be it by Vehicle or on Foot.

All you can do is wear some PLD and throw Capsules/Grenades, because those dont drop latency hiding.
Or Turret Creep, but that just feels weird and isn't really Combat.
Spidertron feels too post-combat-game to mention in this case.
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by Lou »

Well, definitely not all actions are latency hidden (including most inventory manipulations).

PLDs and capsules/grenades don't have latency hiding either, the difference is that unlike shooting, those do not drop latency hiding entirely.

The logic behind this is, that since we cannot predict combat, it is better to give no prediction rather than bad prediction.

The shooting is one of the heuristics for this, wether it is a good one in the case of driving a car is a question. We were considering changing this in past, not sure which one would actually be a better experience.

After allmost bugs are fixed, I may look into how difficult it would be to make like a debug option for it so people can test out which actually feels better.
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by GregoriusT »

(i didnt think of inventory interactions because they are GUI based and not World based)

The major Problem is, the Game will barely accept any Inputs if either your ping or your lag are too high, and dropping latency hiding will suddenly make the ping very very visible.

You can move at full speed, and other players will see you run at full speed (animation) while somehow only jolting around at one tile per second. Sometimes it is even impossible to move at all, making you run in place without any movement.

Latency hiding fixes this for ping Issues, so dropping latency hiding for any kind of movement is catastrophic for long distance players.

Latency hiding does more than just hide latency, it actually makes it possible to move around in the first place by accepting ping delayed inputs, which is why i am so adamant about never ever dropping latency hiding, because i have to live with this Issue for years.
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
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Re: [Lou]Vehicle lag compensation not active when remote controlling

Post by nova4x »

Bumping this again because of another experience with lag compensation being dropped. Since shooting drops lag compensation it causes your camera to jump while moving like the other person mentioned. If you just walk in a direction, exoskeletons make this more pronounced, and repeatedly press space-bar you get a nauseating jumping camera effect. It's incredibly extreme especially with higher pings. Seems very strange that there is just a key in the middle of your keyboard that when hit whether accidental or not causes your camera to jump around. It's fairly immersion breaking and makes me roll my eyes every time it happens.
Competitive multiplayer games (like shooters) have lag compensation / hiding for various actions. In extreme client server disagreements you get some rubber-banding and ignored inputs but for the most part makes client inputs feel more snappy. Occasionally the compensation / prediction gets things wrong but most of the time it's right and doesn't make the player feel disconnected from their actions.
Considering this is not a competitive game, making more extreme predictions doesn't seem like a bad idea. Just add some indicators to the corner of the screen when certain types of connection issues are occurring so you know that it's possible what your seeing isn't correct. Extreme lag scenarios are always going to be bad but in the more common case of 50-100ms of latency you'll get better results than current.
Just once more, I really don't like there being a "jitter my camera button".
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