GTFOClientSidePrediction
A client side mod that aims to reduce the impact of shit ping.
Last updated | 2 days ago |
Total downloads | 18 |
Total rating | 0 |
Categories | Client Mods |
Dependency string | randomuserhi-GTFOClientSidePrediction-0.2.9 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1README
NOTE THAT THIS IS EXTREMELY EXPERIMENTAL WITH MANY ISSUES, USE AT YOUR OWN RISK.
This mod does not fix unstable connections, nor does it fix desync issues.
This mod provides clients with a reading of real time ping.
It attempts to mitigate the effect of ping on enemies by predicting where they will be in the future. This is done by taking the current velocity of the enemy and just extending it forwards. Other more sophisticated methods can be explored but im lazy.
- A side effect of this is that at very high ping (>500ms) enemies will appear to rush at you faster or stop closer to you before attacking.
- The mismatch in position can be funky when dealing with melee attacks (from giants etc...)
- There is no prediction on things like animations so you will not see tongue animations early etc... only the position is predicted.
As for client position, it tries to send the host your position in the future as opposed to your current position. This can look kinda funky at high ping (>500ms) so don't be surprised if you get called out for hacking :P.
Just message me if you find any huge issues, this is mostly a test mod so don't expect a quality good solution.
============ Change Log ============
v0.0.1
- Initial Release