Search found 292 matches: latency hiding
Searched query: +latency +hiding
- Sun Jun 15, 2025 4:50 pm
- Forum: Technical Help
- Topic: [2.0.55] Multiplayer rubberbanding
- Replies: 4
- Views: 522
Re: [2.0.55] Multiplayer rubberbanding
Looks normal, you start over 30 ticks behind the server after joining and when you are shooting you are leaving latency hiding so you are effectively playing with half a second input latency until the server tightens those values.
- Wed Apr 16, 2025 2:17 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 10226
Re: Unbeatable anti-cheat.
... then forwards the entire input "blob" for that tick to every client. Latency hiding means that your screen (the "latency state") assumes no other players made any inputs between the last tick you received a blob for. Once you receive the blob for that tick, there is no going backwards, the master ...
- Wed Apr 16, 2025 12:53 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 10226
Re: Unbeatable anti-cheat.
... rand instead map-seed-specific rand.)
Unless I'm mistaken, the way latency hiding works in Factorio means that when the aimbot is supposed to decide where to point, it *cannot* know the exact sequence of inputs that will ultimately be processed that tick because they have not been transmitted from ...
Unless I'm mistaken, the way latency hiding works in Factorio means that when the aimbot is supposed to decide where to point, it *cannot* know the exact sequence of inputs that will ultimately be processed that tick because they have not been transmitted from ...
- Tue Apr 15, 2025 11:38 pm
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 10226
Re: Unbeatable anti-cheat.
... is deterministic, it can be defeated by perfect input. And again, hiding gamestate is a fundamental departure from deterministic lockstep that ... rand instead map-seed-specific rand.)
Unless I'm mistaken, the way latency hiding works in Factorio means that when the aimbot is supposed to ...
Unless I'm mistaken, the way latency hiding works in Factorio means that when the aimbot is supposed to ...
- Mon Apr 07, 2025 4:38 pm
- Forum: Releases
- Topic: Version 2.0.44
- Replies: 15
- Views: 12896
Version 2.0.44
... the ALT keyboard modifier. (https://forums.factorio.com/127783)
Fixed latency hiding when dragging remote remote view with the cursor while the server is running more slowly than clients. (https://forums.factorio.com/122891)
Fixed Beacon transmission strength graph duplicate number on some scales ...
Fixed latency hiding when dragging remote remote view with the cursor while the server is running more slowly than clients. (https://forums.factorio.com/122891)
Fixed Beacon transmission strength graph duplicate number on some scales ...
- Mon Dec 23, 2024 3:01 am
- Forum: Duplicates
- Topic: [2.0.28] Robots rubberbanding when battery runs out
- Replies: 1
- Views: 402
[2.0.28] Robots rubberbanding when battery runs out
... platforms.
Of course every gamer is familiar with this phenomenon when latency-hiding makes a wrong prediction in network multiplayer. I am very curious what optimization in Factorio is making this occur in offline single-player. Is the bot battery state checked less frequently than the bot graphics ...
Of course every gamer is familiar with this phenomenon when latency-hiding makes a wrong prediction in network multiplayer. I am very curious what optimization in Factorio is making this occur in offline single-player. Is the bot battery state checked less frequently than the bot graphics ...
- Tue Dec 17, 2024 7:27 pm
- Forum: Pending
- Topic: [2.0.14] High Keyboard Repeat Rate causes multiplayer stutter
- Replies: 1
- Views: 438
Re: [2.0.14] High Keyboard Repeat Rate causes multiplayer stutter
Thanks for the report however I am not able to reproduce any issues specific to keyboard repeat rate. Are you sure this isn't a simple matter of "shooting in multiplayer disables latency hiding"?
- Thu Dec 05, 2024 8:34 pm
- Forum: Ideas and Suggestions
- Topic: [Lou]Vehicle lag compensation not active when remote controlling
- Replies: 13
- Views: 2090
Re: [Lou]Vehicle lag compensation not active when remote controlling
... Competitive multiplayer games (like shooters) have lag compensation / hiding for various actions. In extreme client server disagreements you get some ... 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 ...
Just once more, I really don't ...
- Thu Nov 21, 2024 9:17 pm
- Forum: Ideas and Suggestions
- Topic: [Lou]Vehicle lag compensation not active when remote controlling
- Replies: 13
- Views: 2090
Re: [Lou]Vehicle lag compensation not active when remote controlling
... 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 ...
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 ...
- Thu Nov 21, 2024 2:38 pm
- Forum: Ideas and Suggestions
- Topic: [Lou]Vehicle lag compensation not active when remote controlling
- Replies: 13
- Views: 2090
Re: [Lou]Vehicle lag compensation not active when remote controlling
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 ...
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 ...
- Thu Nov 21, 2024 2:01 pm
- Forum: Ideas and Suggestions
- Topic: [Lou]Vehicle lag compensation not active when remote controlling
- Replies: 13
- Views: 2090
Re: [Lou]Vehicle lag compensation not active when remote controlling
... 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 ...
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 ...
- Tue Nov 19, 2024 7:04 pm
- Forum: Duplicates
- Topic: [2.0.20] Latency hiding is not working when remote driving
- Replies: 1
- Views: 294
Re: [2.0.20] Latency hiding is not working when remote driving
This was reported already and moved to Suggestions, unfortunately: 117781
- Tue Nov 19, 2024 6:42 pm
- Forum: Duplicates
- Topic: [2.0.20] Latency hiding is not working when remote driving
- Replies: 1
- Views: 294
[2.0.20] Latency hiding is not working when remote driving
With high latency, driving remotely feels terrible, but responsive when driving locally
- Sat Nov 16, 2024 3:51 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.18] GUI not visible when opened by script in non-hosting clients
- Replies: 1
- Views: 1517
[Rseding91] [2.0.18] GUI not visible when opened by script in non-hosting clients
... it only happens with non-hosting clients maybe is an issue with the latency hiding system? I know that in Factorio 1.1 this worked. A minimal mod is attached.
- Fri Nov 15, 2024 12:29 pm
- Forum: Ideas and Suggestions
- Topic: [Lou]Vehicle lag compensation not active when remote controlling
- Replies: 13
- Views: 2090
Re: [Lou]Vehicle lag compensation not active when remote controlling
... 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.
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.
- Mon Nov 11, 2024 1:35 pm
- Forum: Won't implement
- Topic: Move GUI interfaces from C++ to Lua
- Replies: 11
- Views: 1746
Re: Move GUI interfaces from C++ to Lua
... have to not be part of game state as multiple things in gui are part of latency hiding and a lot of it needs to send input actions, generate tooltips based on cursor position and use interface settings that are not part of game state. If this would ever be done, it would have to be a separate lua state ...
- Mon Nov 11, 2024 12:32 pm
- Forum: Won't implement
- Topic: Move GUI interfaces from C++ to Lua
- Replies: 11
- Views: 1746
Re: Move GUI interfaces from C++ to Lua
... have to not be part of game state as multiple things in gui are part of latency hiding and a lot of it needs to send input actions, generate tooltips based on cursor position and use interface settings that are not part of game state. If this would ever be done, it would have to be a separate lua state ...
- Sun Nov 03, 2024 7:56 pm
- Forum: Technical Help
- Topic: [2.0.13] CPU is 100-200-250% usage on linux headless server
- Replies: 9
- Views: 1061
Re: [2.0.13] CPU is 100-200-250% usage on linux headless server
... impact for a while. Lag when shooting might just be caused by leaving latency hiding.
I use AMD EPYC 7282 16-core processor, I don't think it's low power mobile chip.
Like I shown previously in screenshots: here's "top" command in linux which shows usage of processes.
11-03-2024, 21-53-13.png ...
I use AMD EPYC 7282 16-core processor, I don't think it's low power mobile chip.
Like I shown previously in screenshots: here's "top" command in linux which shows usage of processes.
11-03-2024, 21-53-13.png ...
- Sun Nov 03, 2024 7:45 pm
- Forum: Technical Help
- Topic: [2.0.13] CPU is 100-200-250% usage on linux headless server
- Replies: 9
- Views: 1061
Re: [2.0.13] CPU is 100-200-250% usage on linux headless server
... to run factorio on, but for a new game I would not expect gameplay impact for a while. Lag when shooting might just be caused by leaving latency hiding.
- Thu Oct 31, 2024 8:35 pm
- Forum: Duplicates
- Topic: [2.0.13] Pressing shoot in a vehicle during multiplayer server introduces severe stuttering
- Replies: 2
- Views: 357
Re: [2.0.13] Pressing shoot in a vehicle during multiplayer server introduces severe stuttering
Thanks for the report. Combat system doesn't have latency hiding implemented, so as soon as you start shooting in multiplayer, the game may appear to "lag". Duplicate of https://forums.factorio.com/71912 (and possibly some older reports).
First time I've played multiplayer in over 800 hours, so ...