Thanks @newwdles Its a lot to digest.
So jittering can come from many things by the way, generally in single player there shouldn’t be a massive jittering, also in multiplayer if hierarcy is generally right, nothing interfering the phsyics externally.
This is my setup with comparison at the moment. Left is a SKM visible Right thruster is pure GC nothing else. Optimised constraints to refect single player and multiplayer feeling almost the same. Ofcourse many things to do more so on it.
However wanted to reply again here about this jittering. Rubberbanding / jittering can be mixed so can be happening from rewind resim of the simulation. However in optimum conditions, shouldn’t be so intense as I observed atleast on my vehicles current state.
Additional jittering can come from other things as well. Like a transform overwrite somewhere or interference from GameTick to physics object (not from async phyiscs tick)
Also as mentioned there is this rendering modes which is mentioned some of the videos by Epic
In the video I am using a RootProxyRenderer
It feels like an optimisation method for rendering load on particles which is good ofcourse possibly with trade offs. @than_sad mentioned this before so today I take a look at it to abit understand what is going on since there is no documents yet and think that would take a long time.
Renderings in GC
1- None : When nothing is used, normally a GC all its complex pieces (if there is) rendered individually even though its not broken, standing still. So depending on the setup these tiny geometries appear to be jittering even sometimes almost broken but not (future past blend). In other words this is the most accurate method, even good for single body GC when it comes to fractured GC collection there can be many visual errors.
2- Root Proxy Render : Seems it creates a proxy mesh, so that rather then rendering everything it renders this big mesh. So doesn’t have to batch process everything. As soon as it needs to break this proxy mesh is hidden and fracture is shown. This is good for single body meshes, large buildings, walls etc. Seems its pretty good on high speed too.
3- ISM Pool Render : This is high performance rendering mode simply if there is many many shared parts (repeated) It groups and renders them together as batch. This would be usefull in large explosions, debris even not core gameplay related objects like a box that sides are similar to each other.
Below video shows rendering differences (visuall) on my machine. Right Thruster again GC, left a regular skeletal mesh on top of GC.
Ofcourse some of the components and features at the moment not allowing me to correctly designate sockets and locations to Niagara + Cable components but when I can (Either modify or wait Epic) then would be great to attach cable component to correct slots directly on GC so we can make really cool destruction and physics setups. Thats why I use skeletal mesh additionally for now.
However it can be with or without SKM. SKM has its own nice positives however distrubuted systems come with their own unique quirks.