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Avatar networking issue 1.14

Yoirgl
Expert Protege
Is it possible to get updated documentation about packet recording and
playback ? i used to dismantle the packet to optimise size of what goes
trough my network



OvrAvatarPacket packet = args.Packet;
OvrAvatarDriver.PoseFrame frame = packet.FinalFrame;

using (MemoryStream newoutput = new MemoryStream())
{
BinaryWriter writerb = new BinaryWriter(newoutput);
writerb.Write(new TransportFrame(frame));
byte[] pose = newoutput.ToArray();
latestposition = pose;
}
TransportFrame in this example being a heavily lightweight class and i was doing position lerping on clients.
Is there a way i can still do this using the current system ? For example can i still retrieve the FinalFrame in any way possible and use it for avatar update on client side ?
the system in 1.14 makes my bandwidth usage go up 2000 % for pose updates (1Kb per pose instead of 50 bytes) 😕

Thanks for any feedback.

Yoirgl.
http://unwise.software/
2 REPLIES 2

dsedov
Honored Guest
I would love to have access to C# state of the avatar frame so that I can send the data as frequent as I want using my own compression. Basically having a "Frame" object that can be extracted and applied to the avatar will do greatly. Maybe some tools for interpolations as well. Right now the lag is very visible even on the local network. 

Yoirgl
Expert Protege

dsedov said:

I would love to have access to C# state of the avatar frame so that I can send the data as frequent as I want using my own compression. Basically having a "Frame" object that can be extracted and applied to the avatar will do greatly. Maybe some tools for interpolations as well. Right now the lag is very visible even on the local network. 


You can still do it but only using 1.13 or lower 😕
praying for avatar dev to hear us and restore previous system as alternative way of doing it. *nudge* nudge*

Yoirgl
http://unwise.software/