Do p2p games need client side prediction?

When you make an RPC call for all clients, does it immediently call it for the local client and then call it for the other players later?

Peer to Peer is still ultimately a server and client architecture, difference being that you expect your users to host the servers. Clients will still suffer from slow and dropped packets, often more so than with dedicated servers.

RPCs do not call the function locally unless “call_local” is set, in which case it is instant, peers will recieve the call later based on ping, or the rpc could be dropped through interference along the way.

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