3 ms·
I'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 loca
by meheleventyone 6y ago
I'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.