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by nabergh 2650 days ago
This is really cool to think about. In practice though I would imagine every incorrect prediction to be incredibly jarring. Additionally my intuition is that latency is easier to decrease than predicting the next 30ms. If there is some level of latency that is very difficult to reduce (more so than training an AI to predict the next 30ms with very high accuracy), I'd be curious to know why.
1 comments

Between e.g. central and west US you'd have a physical ping of ~10ms so 20 round trip just based on the speed of light (i.e. very hard to get rid of). Meanwhile the input lag you want is one or two frames so on the same order. But this lag is additive, when the game receives the new state it has to compute and render the world, the display has its lag before it shows up etc. So the new frame has to start computing as soon as the input is registered in order to hit reasonable input lag.

Predicting 2-3 frames should't beyond what we can do at least roughly. Especially for some important inputs such as turning in first person view it should basically just start moving the screen. I belive John Carmack tried some kind of rotational prediction (Not based on AI) for Oculus.