Simple replicated physics jittering

I understand that, the reason I tried it this way is that I’m setting a CONSTANT velocity, so it’s never changing! And I wasn’t sure why it was changing on the client.

Anyway, with the later investigation on why the velocity fluctuates on the client (the coefficient) I removed the force-setting the velocity on the client, simply setting the coefficient to 0 shows that the velocity has a correct value on the client simulation as well.

Yes, I was expecting this as well, but if you watch the video, it’s the client that drifts AHEAD of the server, which is why I’m investigating all of this in the first place. (In the video the “floor” is moving to the left of the frame).

The coefficient applied to the velocity calculation is always adding velocity, resulting in the client overshooting the server’s position every single frame.

I’m thinking the solution was simply put in place and tested with “fps player movement speeds”, and nothing higher. I’ve been tweaking the physics sim values for a while now, and even though I got better results (no visible jitter) I can still see both simulations drifting apart, even with a constant velocity.

I’m about to give up and just try to implement my own movement replication in my actor/pawn and see what walls I hit. Might help me understand what’s going on better.