I know what you mean. I already did extrapolate my clients platform to match up the servers. It runs okay.
But what I reckognized in an experiment was (only if rotation sticks to 0), no matter how far the platform on server and client are apart from each other, there is not the smallest amount of jitter.
Because the movment component does calculate the position relative to the platform. Of course, they are desynced, but that’s not my point. In the 2nd video, you see the red server player maintaining the offset to the client. So it doesn’t jitter, because relative positions are good. I want that for the rotation too. I switched in that video to rotation later on. Server and client were almost on the same location, which is a different behavior, compared to the non-rotational movement in the first part of the 2nd video. I can walk over the edge and hover around. Of course it’s because of the desync and it was just to demonstrate the different behaviors. It would be much better, if the rotational distance between client and server would be maintained, so no jittering occures if they don’t match up for a second.
It’s pretty hard to explain what I mean, but at the end, I will turn on again my movement replication and smoothing and everything, so the platforms are only a few cm apart from each other(not like in the example).
But then, everything will be smooth, no matter what. And no glitching through walls, which happens, if the server can runs a little further than the client, due to the wrong offsets.
Thanks for your input.
edit: And of course, if you can give a simple example of a rotating platform running smooth at a certain lag without those problems, I’m more than happy to try it out =)