Choose how far behind to draw other players when the connection gets worse and better
A fixed delay is either too short for a bad connection, so bodies freeze and jump, or too long for a good one, so everything feels sluggish. Changing it abruptly makes bodies visibly speed up or slow down. Here is a delay that tunes itself and changes without anyone noticing.
Why this works
How far behind you need to be depends on how uneven the arrivals are, not on how slow they are. Following that unevenness picks the smallest delay that still rarely runs dry, and changing it only a little at a time hides the adjustment.
When not to use it
Wrong for a local game or a very stable network, where a fixed delay is simpler and equally good. It is also wrong where every player must see the same delay for fairness, such as a competitive game: agree on one value instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 36 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Choose how far behind to draw other players when the connection gets worse and better" (read_entry interpolation-delay-that-follows-the-connection-quality) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP