[Trem 1.1] Client Prediction: cg_showmiss demonstration

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Published on ● Video Link: https://www.youtube.com/watch?v=6S3F9Hgh9LM



War Thunder
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Duration: 0:23
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It shows prediction errors in the client. The predictions I'm talking about is your own avatar. How the game works, is it sends controls data (e.g. W to move forward, mouse 1 to fire, angle of view etc.) then server calculates physics and sends the data back. Meanwhile the client's waiting for the data, it tries to predict the client's position in real time but if the server frame it receives and the client predicts off that server frame doesn't match with the interpolation prediction, then the client warps you to your new position and predicts from then on, which is why you get that warpy feeling with high latency, even if your connection is good.

The start of the video is already a good example: The client does not have the information of g_shove or whatever variable it is, so the client stops at the dretch, tries to move into it, and warps back, and then receives the server frame that says the dretch has shoved back, so the client warps forward and so on, so you get this very bumpy and especially unsatisfying feeling when that player is actually moving.
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Gaijin Entertainment
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