Client Interpolation
From AntiHax
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The client side interpolation allows the server to send fewer updates to the client and also counter lost updates and still achieve smooth movements of the remote players.
The process is very similar to the lag compensation system. The server sends the timestamped position of all the remote players to a client which then stores it in a list. The client will then pick a set time, typically 100ms behind the server and interpolate between the two items in the list which engulf the time.
The significance is that the client is now their ping plus their interpolation time, so with 100ms interpolation time and a 60ms ping, the clients view of the world is 160ms behind the servers. Passing the interpolation time to the lag compensation helps counter the increased delay when shooting.
