-
-
Notifications
You must be signed in to change notification settings - Fork 60
Implement Input Delay #245
Copy link
Copy link
Closed
Description
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.
Reactions are currently unavailable
Metadata
Metadata
Assignees
Labels
No labels