Files
UnrealEngineUWP/Engine/Source/Programs/HeadlessChaos
markus boberg f2a0608007 Networked Physics: Render interpolate the offset from resimulation via linear offset decay.
Along with another optional interpolation layer that takes incoming velocity into account to make the correction more smooth / organic.

The optional "error velocity smoothing" is guarded behind a define (RENDERINTERP_ERRORVELOCITYSMOOTHING) and takes a little more CPU and memory to run.

There are CVars for how long time the error correction should be done over and for rendering draw debug.

The error offset gets cached in PT and needs to be marshalled to GT where it's used.

#preflight 64662cb9ec5109088b25b810

[CL 25529478 by markus boberg in ue5-main branch]
2023-05-18 13:52:44 -04:00
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