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by andrewmcwatters
1238 days ago
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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. |
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