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Implement Input Delay #245

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TheYellowArchitect opened this issue Aug 22, 2024 · 2 comments
Open

Implement Input Delay #245

TheYellowArchitect opened this issue Aug 22, 2024 · 2 comments

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@TheYellowArchitect
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TheYellowArchitect commented Aug 22, 2024

In a 60 FPS online game, it is common to have at least 4 frames of input delay.
This sounds little, but it helps tremendously, as it avoids deep rollbacks for laggy players, and avoids rollbacks entirely for 50 ms players.

Using ticks, at 24 physics ticks per second, 2 ticks of input delay would be pretty good.
So a player pressing any input at tick 501, would have it locally applied at tick 503. And server (and other clients) would only apply it at tick 503.

@elementbound
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Is there any benefit to this over display offset? I'm considering whether it would make sense to have both, or one over the other.

@TheYellowArchitect
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I have not used display offset, so I cannot answer with certainty.
I also don't mind closing this because input prediction for other players is a thing, and basically input delay is not needed here in practical scenarios.

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