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	<title>
	Comments on: Battlefield 4: The Actual Problem With Netcode Explained	</title>
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	<link>https://gamingbolt.com/battlefield-4-the-actual-problem-with-netcode-explained</link>
	<description>Get a Bolt of Gaming Now!</description>
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		<title>
		By: robaldred		</title>
		<link>https://gamingbolt.com/battlefield-4-the-actual-problem-with-netcode-explained#comment-211372</link>

		<dc:creator><![CDATA[robaldred]]></dc:creator>
		<pubDate>Thu, 23 Jan 2014 00:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=183112#comment-211372</guid>

					<description><![CDATA[I am a software engineer, it develop games.
Your video illustrates something present in every multiplayer game using the client - server model.

The visuals you see on the playing computer is actually client side prediction of where your computer thinks you&#039;re going to move/shoot based on your input, the server then receives this input, process it, moves your character etc then broadcasts updated position information to all clients

Your player view has the client prediction movements interpolated with the updated actual position data.
ALL games render around 80-100ms behind the server regardless of latency (ping)
This is called render latency and is fixed to allow clients to interpolate position data.

The spectator is seeing interpolated stream data from the server.

If you could turn off the client side prediction on the players view you&#039;d see a very similar picture to the spectators view.

I think 99% of people claiming &quot;netcode&quot; don&#039;t have a clue what it is.
Hit me up if you&#039;d like to know more.]]></description>
			<content:encoded><![CDATA[<p>I am a software engineer, it develop games.<br />
Your video illustrates something present in every multiplayer game using the client &#8211; server model.</p>
<p>The visuals you see on the playing computer is actually client side prediction of where your computer thinks you&#8217;re going to move/shoot based on your input, the server then receives this input, process it, moves your character etc then broadcasts updated position information to all clients</p>
<p>Your player view has the client prediction movements interpolated with the updated actual position data.<br />
ALL games render around 80-100ms behind the server regardless of latency (ping)<br />
This is called render latency and is fixed to allow clients to interpolate position data.</p>
<p>The spectator is seeing interpolated stream data from the server.</p>
<p>If you could turn off the client side prediction on the players view you&#8217;d see a very similar picture to the spectators view.</p>
<p>I think 99% of people claiming &#8220;netcode&#8221; don&#8217;t have a clue what it is.<br />
Hit me up if you&#8217;d like to know more.</p>
]]></content:encoded>
		
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		<item>
		<title>
		By: Fudice		</title>
		<link>https://gamingbolt.com/battlefield-4-the-actual-problem-with-netcode-explained#comment-210993</link>

		<dc:creator><![CDATA[Fudice]]></dc:creator>
		<pubDate>Mon, 13 Jan 2014 13:43:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=183112#comment-210993</guid>

					<description><![CDATA[Dice took a big shot all over this game]]></description>
			<content:encoded><![CDATA[<p>Dice took a big shot all over this game</p>
]]></content:encoded>
		
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