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If you've ever gotten really bad lag where you take a couple of steps forward but then snap back to your old spot, this is client prediction gone bad. One is that your client assumes certain things complete, even though the server hasn't confirmed they've happened.
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The game has to compensate for this, and there are a couple of big ways that this is done. When this command gets to the server though, it already has a command from the other player that says "I sidestep to the left 5 feet." If the server took both of your commands, you'd miss, even though on your computer you saw a hit. You send a command to the server saying "hey, I'm aimed at this guy, and I pull the trigger. You're shooting at where that person was the last time the server told you this information. That means that when you line up and take a shot at someone, you're doing so based on some old information. That means that there is a really good chance that what you are seeing on your screen is at least a little out of date - usually at least tens or hundreds of milliseconds out of date.
#How to play need for speed most wanted windowed mode series#
When you're playing a game with other players on a network, you are essentially sending a series of commands to a server, and that server is responding back with the results.
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The best article about this that I've read is on the Valve Developer Wiki, but I'll attempt to summarize in some simpler terms. This is a topic called "lag compensation" and it is one critical aspect of network-based gaming, especially in shooters.