3 ms·
It's very common for games to deal with erratic input from keyboard controls. Consider player position in a moba or fps where two humans are responding to each
by somehnacct3757 4y ago
It's very common for games to deal with erratic input from keyboard controls. Consider player position in a moba or fps where two humans are responding to each others' presence (footsie.)
The penalty for a wrong prediction is rubber banding, so if you can get away with streaming their past at high latency, I would avoid predicting at all.
That's the model often used by async PvE games (think social games, invest/express, etc) and I think that approach would map best onto SaaS presence features.