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This is completely different. Every networked multiplayer FPS since QuakeWorld uses QuakeWorld's player input client-side prediction algorithm. This speculative
by nardi 12y ago
This is completely different. Every networked multiplayer FPS since QuakeWorld uses QuakeWorld's player input client-side prediction algorithm. This speculative prediction is predicting player input before the player gives it, not predicting the server's response to given input.
- darkmighty 12y agoWell it's essentially the same algorithm on a different side. FPS clients predict the server state and here it's the server predicting client state. The methods to predict/deal with prediction error/etc are directly applicable to both.