[Pivot] Client Prediction Issue with High Latency

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Note that the other influcence doesn't have to be a player. It can be in the form of knockback from your own rockets in quake 3 arena, or even doors! (Not even NS2 predicts those!)
Some modern games try to solve this but they aren't perfect. For example, NS2 uses spherical boundary boxes to smoothing the collision effect along with the fact that players can phase through other players if the other player is moving at the time of their prediction.

However this also results in a weird aftereffect where a player can seemingly bump (even perhaps jump?) into the "ghosts" of other players.

Battlefield 3 even has issues where homing rockets don't even hit areas because client-side, they seem to be homing in real time but server-side their controls are lagged behind meaning that a player can seemingly hit building A while server-side hits building B.
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ZdrytchX
Video Games
client prediction
desync
desynchronisation
desynchronization
cgame
client
predict
state