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by andrewmcwatters 1238 days ago
Correctly implemented lag compensation doesn’t result in players teleporting.

If a player drops packets for a while, they shouldn’t be teleported to a position once they start sending packets again. They’re sending input not positions.

When I say lag compensation removes latency-based leading-the-shot scenarios, I mean it, full stop. It’s completely removes this problem.

You’re describing teleporting which is caused by other malimplemented player movement and networking code.

1 comments

That is wrong. Every description of rollback mentinos that. Replaying inputs after rolling back can result in a new state that is different from the client predictino which amounts to teleporting.
No, it isn't. You're talking about a player-controlled object. But you're describing "leading the shot," which occurs when other objects teleport, which doesn't happen with lag compensation.