fix(runtime/camera) #429: presented player and chase camera share the object clock
Two halves of the felt run-hitch (the visible one-frame player lurch): - The presentation lerp normalized the pending object-clock time by the fixed 30 Hz MinQuantum, but retail's object clock simulates VARIABLE-length quanta (CPhysicsObj::update_object 0x00515D10: capped at MaxQuantum, everything above MinQuantum runs as ONE step). After a long frame the view froze for the quantum and then fast-replayed it. ComputeRenderPosition now spans the ACTUAL last quantum (_lastQuantumSeconds), and PresentedDeltaSeconds accounts continuous presented time across quantum boundaries. - The chase camera damped toward the presented player using wall dt while the player presents on the object clock, so a long frame stepped the camera far past the under-advanced player — measured up to ~1 m of camera/player decoherence in a single frame. Retail ties camera update to the physics-update callback (SmartBox::PlayerPhysicsUpdatedCallback 0x00452d60), i.e. the same clock as the body; both chase cameras now integrate PresentedDeltaSeconds. Manual zoom/pitch adjustment stays on wall dt (a user-input rate, not target chasing). Owner gate: camera-vs-player boom-length change fell from ~1 m spikes to 0.2-1.2 cm median on long frames; teleports settle clean. Two Runtime tests updated to pin the continuous-rate contract. The temporary PlayerPresentationProbe apparatus that measured this is retired with the fix. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5 changed files with 110 additions and 100 deletions
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@ -94,11 +94,23 @@ internal sealed class CameraFrameController : ICameraFramePhase
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_spatialReconciler.Reconcile();
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MovementResult result = playerFrame.Movement;
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// #429 defect 2: the chase camera smooths toward the PRESENTED player
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// position, which lives on the retail 30 Hz object clock (see
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// PlayerMovementController.PresentedDeltaSeconds). Integrating the
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// damping with wall dt made the camera step full wall time on long
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// frames while the presented player under-advanced against the
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// quantum — measured ~1 m of camera/player decoherence in one frame,
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// the felt run-hitch. Retail ties the camera to the physics-update
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// callback (SmartBox::PlayerPhysicsUpdatedCallback 0x00452d60), i.e.
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// the same clock as the body; the presented delta restores that.
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// Manual zoom/pitch adjustment above stays on wall dt — it is a
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// user-input rate, not target chasing.
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float cameraDt = controller.PresentedDeltaSeconds;
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legacy.Update(
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result.RenderPosition,
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controller.Yaw,
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isOnGround: result.IsOnGround,
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dt: timing.SimulationDeltaSecondsSingle);
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dt: cameraDt);
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retail?.Update(
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result.RenderPosition,
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@ -106,7 +118,7 @@ internal sealed class CameraFrameController : ICameraFramePhase
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playerVelocity: controller.BodyVelocity,
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isOnGround: result.IsOnGround,
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contactPlaneNormal: controller.ContactPlane.Normal,
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dt: timing.SimulationDeltaSecondsSingle,
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dt: cameraDt,
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cellId: controller.CellId,
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selfEntityId: controller.LocalEntityId,
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trackedTargetPoint: _combatTarget.GetTrackedTargetPoint());
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