Predictive networking mode?

The current predictive networking mode works like ass. Could you please implement it properly? By properly I mean that in predictive mode, the actual network delays should have no impact on fps, there should be no short pauses noticeable - the client simply predicts everything based on current data and what it has just sent to server, whenever a data from server arrives, the sync is performed. So animations can be jumpy, because of wrong predictions and being out of sync, but for player it should always act as if it was in full sync.

If someone doesn't like long desync's, there always can be a param of maximum out of sync time, which max value could be around several seconds. If client is out of sync for longer duration, the lockout occurs as in lockstep.

So to simplify things there should be a param like networking max out of sync time, which would e.g. be [0,5s], 0 meaning full lockstep or simply server tick rate or other minimal data update interval.
Dernière édition par Fnts7#2833, le 10 févr. 2025 15:24:05
Dernier bump le 10 févr. 2025 15:22:02

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