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Evaluate the "sim-pause" feature introduced to prevent replays from desyncing #6497

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Basilisk3 opened this issue Oct 29, 2024 · 8 comments
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area: sim Area that is affected by the Simulation of the Game

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@Basilisk3
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Describe the issue

When players leave the match, the game temporarily pauses the sim to prevent replays from desyncing. Essentially, this creates a stutter of varying severity every time someone leaves. While most of us are used to this being the case, I also think we can all agree that this is not an optimal solution:

  • It is difficult for newer players to understand why this is happening, especially since this feature is also not present on Steam.
  • It creates the impression of an unpolished experience.
  • There is a bug that prevents units from being selectable after the 'stutter.'

Things to investigate:

  • There is a UI mod which pauses the game while the different instances of the game catch up on data. I am not sure if this helps, but perhaps it is worth investigating.
  • How effective is this feature in the current release?
  • Does the feature also help with desyncs while playing?

Expected Behavior

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@Basilisk3 Basilisk3 added the area: sim Area that is affected by the Simulation of the Game label Oct 29, 2024
@lL1l1
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lL1l1 commented Nov 4, 2024

The UI mod in question is "pauseExit" in FAF vault by @4z0t

@4z0t
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4z0t commented Nov 5, 2024

Binary patches introduced delay input for certain amount of ticks during disconnection (10 iirc). We can adjust that to check how it will behave.

@4z0t
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4z0t commented Nov 5, 2024

@Basilisk3
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The UI mod in question is "pauseExit" in FAF vault by @4z0t

From my experience, this mod significantly improves the situation. Have you had a similar experience?

@4z0t
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4z0t commented Nov 5, 2024

I used it like 3 years ago, Didn't know it actually helps :D

@Basilisk3
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It does feel better to me at least, it will be interesting to see what other people think 👍

@4z0t
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4z0t commented Nov 7, 2024

How are you going to test it?

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