My moves arrive too late or too early at the host and I feel it
If your inputs reach the host just after it needed them, it has to guess, and if they arrive far too early they sit around adding delay. The best fix is not a fixed delay but a gentle change in how fast your own clock ticks. Here is the control rule and why a small range is enough.
Why this works
Too few waiting moves means the host must guess, too many means everything feels late. Nudging your own pace a little keeps the waiting line at the sweet spot, and small nudges are invisible while big jumps are not.
When not to use it
Skip it when the host waits for everyone each step anyway, as in slow turn-based or lockstep games. There the lag is a known fixed wait, and bending the clock would only add confusion.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 15 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "My moves arrive too late or too early at the host and I feel it" (read_entry online-keep-the-host-input-queue-just-full-enough) 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