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Latency and Its Consequences Print

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The fundamental constraint.

WHAT LATENCY IS

The time for a message to travel and return.

WHY IT CANNOT BE ELIMINATED

Distance and the speed of transmission impose a floor.

WHAT IT MEANS FOR GAMEPLAY

The client's view is always behind the server's, and the server's knowledge of the client is behind too.

WHAT THAT CAUSES WITHOUT MITIGATION

Input delay, where actions respond late.

WHAT CLIENT PREDICTION DOES

Applies the player's input locally and immediately, before the server confirms.

WHY THAT IS NECESSARY

Otherwise every action feels delayed by the round trip.

WHAT RECONCILIATION DOES

Corrects the client when the server's result differs.

WHAT THE PLAYER SEES WHEN IT HAPPENS

A correction, felt as a snap or rubber-banding.

WHAT INTERPOLATION DOES

Displays other players slightly in the past, smoothly between known positions.

WHY

It avoids jitter from irregular updates.

WHAT LAG COMPENSATION DOES

Rewinds the server's view to when the client acted, judging hits accordingly.

WHAT IT PRODUCES

Being hit after appearing to reach cover, which is the correct result of two views differing.

WHAT MATTERS LOCALLY

High latency to distant servers, which makes regional hosting significant.


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