Can you go into detail about what you're doing to help the FPS AI be less bad for 3.17.2?
TL;DRPlayer and AI networking was reworked to decouple from server frame rate using interpolation and extrapolation, still being tuned, while low server frame rates, streaming changes and behavior updates still cause AI desync.
Basically, there's a couple of things that happened. There's the player and AI networking changes that have gone in, and this was roughly about six to eight months' worth of work from Daniel Wilson. Before, it was very dependent on the server frame rate and latency, and now what we did was we actually decoupled it. It really breaks down into two things, interpolation and extrapolation. Interpolation is basically smoothing out the data that we've received from the server. And then extrapolation makes up the information in case we don't get an update from the server in that time frame. So basically what it leads to is less desync, better dealing with lower server frame rates, and better-looking remote movements. Now, it's still a work in progress. They're still tweaking it and will still improve it as soon as we go live, just because the live servers behave differently, because they're more heavily loaded versus the Evocati servers. So we'll go through and we'll adjust things and make sure that how it runs in the future is basically tuned and tweaked based off of it. So from there, what we're also having issues with is that there were some modifications that went in for persistent entity streaming, and now we're looking at the server frame rates and trying to make sure that everything is basically being changed and adjusted, because right now our server frame rates are running under certain loads that the AI do not play well with. So anything that's lower than a certain frame rate, basically we're getting desync, bad server frame rate, behavior updates. Lots of the behaviors have been updated and rebuilt for S42. Once those are in a good state, then we'll move them over to the PU. And then there are still some changes that went in that were throttling the servers even more than normal. So basically, we've been looking at what was implemented and adjusting it from there. So it's kind of a hodgepodge of multiple different factors, but it really boils down to server frame rate, desync, and some of the behavior updates.