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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.
The text was updated successfully, but these errors were encountered:
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.
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.
The text was updated successfully, but these errors were encountered: