When you use Lag Compensation on instant events (like a gun shot in Counter Strike, bullet instantly teleport this its final location AKA a player or terrain if you missed), it's easy for the server to get the time when the event was fired, and rollback the entities positions in the past to perform the collision test.
Now when you deal with slower but yet precise collision detection over the network, like a skillshot in a MOBA (ex. a fireball with no particular target, go straight forward until it vanishes or hit some enemy), how do you handle proper lag compensation ?
Since the projectile has to travel and not teleport, you test collisions every game update, and if you do want to apply lag compensation, you have to rollback all entities (at least the near ones) every update.
Is that relevent ? I've always wondered how games like LoL ou DotA could feel this smooth.
I'm asking you this because I'm pretty sure dead reckoning and entity interpolation is near to unusable on situation like this kind of fast-paced games, you can't predict what the players will do next.
Edited by Firnael, 07 March 2013 - 04:07 AM.