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Context: I’m working on a test project to test the multiplayer features of Godot.
Lobby, player connection, player disconnection, server disconnection, position synchronisation, everything is working properly.
Though the interpolation is causing me some serious problems.
I’ve read many things on multiplayer interpolation but I can’t figure it out.
In my current setup:
- Clients and server synchronise their clocks. The server send its current time, the clients add half of their ping to the given time.
Whatever I try, the formula:
InterpolationTime = 2 x NetworkUpdateTime (to support 1 packet loss) just doesn’t seem to work.
Here is a small simulation, as you can see the Client 1 receives the C2 info too late (already behind its render time due to high latency of C1):
Arrows represents the direction of network packets (from sender to receiver).
I hope it makes sens.