Suffice it to say that these kinds of things makes it extremely hard to reason about the state of any replicated objects...
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I feel as though there's good material for a blog post in here somewhere...
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Entity system, delta compression, lag comp, client side prediction, interp vs. extrapolation
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Fair point. Holds for COD, Overwatch, Titanfall.
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If you go dedicated server and aren't upload bandwidth constrained, it's much nicer. But you still pay for it.
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What is interesting I think is the particular flavor each approach imparts on the gameplay. Both valid choices.
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Thanks for the chat Tim & Per. I have to duck out to a BBQ with friends now. -- cheers
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