5 ms·
> A static player looking at a corner will always be at a disadvantage to [a moving one]. ... The static player won’t see them until the movement makes it throu
by kd5bjo 6y ago
> A static player looking at a corner will always be at a disadvantage to [a moving one]. ... The static player won’t see them until the movement makes it through the server to them.
Do you mean that an accelerating player has an advantage? If all the remote players are being simulated locally, I’d expect that to be just as good at predicting straight-line motion as for stationary players— The hard part is predicting player input, not kinematics.
- meheleventyone 6y agoI'm skipping out local simulation of remote players as a potential mitigation strategy to illustrate the core concept which is caused purely by latency and local client simulation of the controlled player. Naive extrapolation can cause issues, for example players appearing briefly from behind corners on other peoples machines that they actually stopped behind. How you might locally simulate depends a lot on the game simulation. Is it deterministic or not? Are more complex things happening like rigidbodies being simulated in a distributed manner that still need to collide reasonably and so on.