Hey!
Last two days I was working on syncing server and client clocks. On top of it I implemented entity interpolation. On the video I'm presenting You situation when server network tick is set to 4 which means it sends messages to players each 250ms, which is simulating quite significant lags.
Without interpolation movement is super shaky and after enabling it it looks very good taking into consideration 250 ms lags.
Next I'll work on client side prediction and reconciliation which will make similar difference but for the player.
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