Currently I’m sending player movement between server/clients by just sending over the movement vectors taken from the players’ input, and then every so often recorrecting the position (in case of dropped packets players will desync quite easily) by just snapping them in place (might eventually smooth it instead of just snapping them).
My problem, is that if I enable the built-in lag simulator and raise the ping value to max it appears that as a character is running they’ll keep snapping back a bit even though this doesn’t happen when the lag simulator is turned off (even with packet drop % at zero this still happens). Assuming that there’s no lost packets and only just latency, everything should still work fine since there’s still a steady stream of packets.
I’ve also tried this with Clumsy and it has somewhat the same problem, although not as bad, but only when the latency gets increased to about 800ms RTT. I’m assuming it has something to do with how they hold packets before sending them, and if that’s the case is there any fix for something like that? Or is there a better network simulation app that would be better?