tune(motion): #39 — tighten UmGraceSeconds 0.5 → 0.2
User observed the Shift-toggle cycle transition was "not as fast as retail" after fixes #3-#5 landed the velocity-fallback path. Worst-case added latency was the full 500 ms grace window before the first UP could refine the cycle. 200 ms covers the actual UM/UP race — UMs arrive on direction-key events, UPs at 5-10 Hz, so the first UP after a fresh UM lands ~100-200 ms behind it. Below that, fallback could prematurely overwrite a UM's cycle decision; above that adds latency for no correctness benefit. Direction flips (W↔S, A↔D, Forward↔Strafe) update via UM directly so they're unaffected by this change. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -3348,11 +3348,14 @@ public sealed class GameWindow : IDisposable
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/// velocity refinement is suppressed for a player remote. UMs are
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/// authoritative; the velocity fallback only fills the gap when retail
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/// does not send a fresh MoveToState (Shift toggle while direction key
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/// held). 0.5 s is a defensible default — UPs arrive at ~5–10 Hz, so
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/// a Shift toggle's first UP after the toggle is typically ~100–200 ms
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/// after the most recent UM, well past the grace.
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/// held). 200 ms covers the worst-case UM/UP race — UMs arrive on
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/// direction-key events and UPs at 5–10 Hz, so the first UP after a
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/// fresh UM lands ~100–200 ms behind. Tightened from 500 ms (commit
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/// 8fa04af original) per user observation that the Shift-toggle
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/// transition was visibly slower than retail; with 0.2 s the worst-case
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/// added latency is just the UP cadence below it.
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/// </summary>
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private const double UmGraceSeconds = 0.5;
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private const double UmGraceSeconds = 0.2;
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/// <summary>
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/// Speed (m/s) above which a player-remote currently in WalkForward
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