3 ms·
Correctly implemented lag compensation doesn’t result in players teleporting. If a player drops packets for a while, they shouldn’t be teleported to a position
by andrewmcwatters 4y ago
Correctly implemented lag compensation doesn’t result in players teleporting.
If a player drops packets for a while, they shouldn’t be teleported to a position once they start sending packets again. They’re sending input not positions.
When I say lag compensation removes latency-based leading-the-shot scenarios, I mean it, full stop. It’s completely removes this problem.
You’re describing teleporting which is caused by other malimplemented player movement and networking code.
- kevinfat 4y agoThat is wrong. Every description of rollback mentinos that. Replaying inputs after rolling back can result in a new state that is different from the client predictino which amounts to teleporting.
- andrewmcwatters 4y agoNo, it isn't. You're talking about a player-controlled object. But you're describing "leading the shot," which occurs when other objects teleport, which doesn't happen with lag compensation.