![]() The technique was also a prominent feature of QuakeWorld, the popular add-on to Quake. The earliest known first-person shooter to use client-side prediction is Duke Nukem 3D, which had it built-in since the Janushareware release. The client accepts the new state, and reapplies the inputs not yet processed by the server, completely eliminating visible desynchronization issues in most cases. When the server sends an authoritative update to a client, it includes the sequence number of the last processed input for that client. The client includes a sequence number in every input sent to the server, and keeps a local copy. However, if the client-side location is not too far, a new position between the client-side and server-side is interpolated this position is set to be within some small step delta from the client-side location, which is generally judged to be "small enough" to be unintrusive to the user.Īnother solution to the desynchronization issue, commonly used in conjunction with client-side prediction, is called server reconciliation. If not, the client-side's information is updated to the server-side directly (snapped because of too much desynchronization). For example, one common smoothing algorithm would be to check each visible object's client-side location to see if it is within some error epsilon of its server-side location. Usually, the desync is corrected when the client receives the updated game state, but as instantaneous correction would lead to "snapping", there are usually some "smoothing" algorithms involved. However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. So, instead of the client only sending control input to the server and waiting for an updated game state in return, the client also, in parallel with this, predicts the game state locally, and gives the user feedback without awaiting an updated game state from the server.Ĭlient-side prediction reduces latency problems, since there no longer will be a delay between input and client-side visual feedback due to network ping times. The process of client-side prediction refers to having the client locally react to user input before the server has acknowledged the input and updated the game state. The technique attempts to make the player's input feel more instantaneous while governing the player's actions on a remote server. Client-side prediction is a network programming technique used in video games intended to conceal negative effects of high latency connections.
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