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Combining server reconciliation and client side prediction

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Hi!, I'm currently developing a deterministic racing game and I have encountered a problem I can't seem to figure out the best solution for it.
In the client side every fixed time tick I perform client side prediction and store the result in history buffer,
than whenever the client receives an update from the server it perform reconciliation.
Reconciliation pseudo code:

  • Discard old inputs
  • Check if the diff between client state and server state is too big
  • If true rerun client inputs on the received server state
  • Than snap player to the received state


My problem is sometimes …


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