19:29 < bridge> [teeworlds] Anyone here who knows a lot about snapshots? 19:30 < bridge> [teeworlds] you blew snapshot size :0 19:32 < bridge> [teeworlds] What? 19:32 < bridge> [teeworlds] xD 19:37 < bridge> [teeworlds] you could try explaining what symptoms you observe. or what you want to achieve 19:39 < bridge> [teeworlds] emoticons rely on the current game tick, which is sent with each snapshot: https://github.com/ddnet/ddnet/blob/master/src/game/client/components/players.cpp#L605-L619 19:39 < bridge> [teeworlds] Snapshots are only sent every second tick with sv_high_bandwith 0 (default), which causes the emoticons to not look good 19:39 < bridge> [teeworlds] on nobys server you can see how smooth emoticons should look like 19:39 < bridge> [teeworlds] i tried to "fake" that snap inbetween with an empty snap only containing the current gametick, so that emoticons would look smoother, but that didnt work out and only gave me weird stuff like flickering scoreboard and others xD 19:39 < bridge> [teeworlds] I have no idea if its even possible to do so, but it sounded like a good idea to use a snap empty between each normal snapshot 19:39 < bridge> [teeworlds] because i can definitely not go with high bandwith mode for my 128 player server, tried that that would be too much cpu usage, i already optimized many parts of my code to fit 128 players 19:41 < bridge> [teeworlds] smooth emoticons is a touch itself i really love, and I would really want to hack it in somehow without sending a snapshot each tick 19:41 < bridge> [teeworlds] I had this in mind because I thought the server is sending an empty snap whenever nothing has changed, maybe i implemented it wrong but i dont know 19:43 < bridge> [teeworlds] https://github.com/ddnet/ddnet/blob/2946632d7ae282a3d3f669bd9bc6a53c85d8f792/src/game/client/components/players.cpp#L605-L619 (permalink) 19:52 < bridge> [teeworlds] @heinrich5991 no idea? :( 19:55 < bridge> [teeworlds] is my idea even correct? xD 19:55 < bridge> [teeworlds] idk, I'm trying to figure it out 19:55 < bridge> [teeworlds] o.o 20:16 < bridge> [teeworlds] does this work? @fokkonaut https://github.com/ddnet/ddnet/pull/3958 20:20 < bridge> [teeworlds] It makes it smoother indeed, but not perfect I'd say, let me quickly compare it 20:22 < bridge> [teeworlds] Yeah no, its not the same, it has one or two parts where its jumping a bit 20:22 < bridge> [teeworlds] I don't see the difference, unfortunately, not even between my version and the default one 20:22 < bridge> [teeworlds] you don't happen to have a video? 😛 20:23 < bridge> [teeworlds] > unfortunately, not even between my version and the default one 20:23 < bridge> [teeworlds] what? xD 20:24 < bridge> [teeworlds] one sec 20:27 < bridge> [teeworlds] sv_high_bandwith 0 + normal ddnet 20:27 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/866748001493319721/Base_Profile_2021.07.19_-_20.25.16.02.mp4 20:27 < bridge> [teeworlds] i zoom wait 20:28 < bridge> [teeworlds] I rememner playing fng and yeah, I also felt that those emoticons there were so smooth and their cooldown/delay was perfect when you spam your emote key. 20:29 < bridge> [teeworlds] remember 20:29 < bridge> [teeworlds] @noby send code 20:30 < bridge> [teeworlds] >;() 20:32 < bridge> [teeworlds] thats sv_high_bandwidth 20:32 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/866749346656682045/Base_Profile_2021.07.19_-_20.31.12.05.mp4 20:32 < bridge> [teeworlds] sv_high_bandwith 0 20:32 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/866749417122299954/Base_Profile_2021.07.19_-_20.31.37.06.mp4 20:32 < bridge> [teeworlds] high bandwidth 1 20:32 < bridge> [teeworlds] you see, the last part is still jumpy 20:33 < bridge> [teeworlds] @heinrich5991 20:34 < bridge> [teeworlds] those are both without the above patch? 20:35 < bridge> [teeworlds] yes 20:37 < bridge> [teeworlds] can you also record a video with the patch? 20:38 < bridge> [teeworlds] i am about to, but still ingame xD 20:45 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/866752504480923678/Base_Profile_2021.07.19_-_20.43.37.09.mp4 20:45 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/866752514396127253/Base_Profile_2021.07.19_-_20.44.00.10.mp4 20:45 < bridge> [teeworlds] without and with high bandwidth 1 20:50 < bridge> [teeworlds] so yes, yours does definitely make it better than without your patch 20:50 < bridge> [teeworlds] but not as perfect as with bandwidth 1 20:51 < bridge> [teeworlds] @heinrich5991 ^ 21:09 < bridge> [teeworlds] hm, I can't find the correct timekeeping 😦 21:10 < bridge> [teeworlds] That's sad :/ 21:11 < bridge> [teeworlds] could you try and help me on the other side with the server side hack? 21:15 < bridge> [teeworlds] because SNAPEMPTY seems to clear everything 22:02 < bridge> [teeworlds] less motivated ^^ 22:13 < bridge> [teeworlds] it feels like the proper fix is in the client 22:32 < bridge> [teeworlds] imo it's server side, cuz of fng experience (I used the gamer client) 22:33 < bridge> [teeworlds] do you mean the proper fix is serverside? 22:45 < bridge> [teeworlds] Its not, sv_high_bandwitdth just sends snaps every tick instead of every second tick. With each snapshot the clients gets to know the current m_Tick, which means with sv_high_bandwidth 0, the client only gets every second tick, or knows about every second tick, which slows down the animation or makes it glitchy/jumpy 22:45 < bridge> [teeworlds] So the fix is definitely in the client :D 22:50 < bridge> [teeworlds] oh is that why 22:50 < bridge> [teeworlds] lol 22:50 < bridge> [teeworlds] good to know 22:50 < bridge> [teeworlds] ive had a few ppl ask me about that 22:50 < bridge> [teeworlds] And I said this since many months already :D 22:54 < bridge> [teeworlds] :0