How does NetworkMaxSmoothUpdateDistance & NetworkNoSmoothUpdateDistance work?
If I understand it correctly, NetworkMaxSmoothUpdateDistance allows client to lag behind server’s actual position and if this lag reaches NetworkNoSmoothUpdateDistance, then client gets immediately teleported.
The issue is that when testing with horrible network/performance conditions (a lot of rubber banding), client always just gets immediately teleported back. Meaning If client just taps any movement key, resulting in the client moving only an inch in given direction, he still gets immediately teleported back.
I’ve set both of these values to large values, such as 10 000, but the result is always the same, client just gets immediately teleported back without any allowed lag.
Did I just understand these 2 values wrong?