Sign in to follow this  
bob242

about prediction (for a FPS)

Recommended Posts

bob242    122
Hi, Just to be sure : Suppose I use client(s)/server paradigm for a FPS game and I want to implement a form of client-side prediction (dead reckoning). Say that we can have the server and a client on the same host (computer). This client doesn't need prediction, right ? Thank you very much, dav

Share this post


Link to post
Share on other sites
rip-off    10976
Quote:
Original post by bob242
Hi,

Just to be sure :

Suppose I use client(s)/server paradigm for a FPS game and I want to implement a form of client-side prediction (dead reckoning).
Say that we can have the server and a client on the same host (computer). This client doesn't need prediction, right ?

Thank you very much, dav


You would expect that the client being on the same computer would mean minimal latentcy.

However, if your server sends data at a certain tickrate, and the client is allowed draw as fast as possible, you might as well leave in any code you have, it will probably smoothen the animation...

Share this post


Link to post
Share on other sites
Bob Janova    769
In that position, the client shouldn't need prediction, no. However, if your client has prediction code in it anyway, it seems silly to disable it under such circumstances; it can only help :).

Share this post


Link to post
Share on other sites
Ozymandias42    181
Quote:
Original post by Bob Janova
In that position, the client shouldn't need prediction, no. However, if your client has prediction code in it anyway, it seems silly to disable it under such circumstances; it can only help :).


With the exception of the case where it is a listen server. If your local client is the same program as the server, and you're reading from the server's game state, then no, there's no need for prediction. If they're seperate programs, then you may as well leave it on.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this