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In many applications, including competitive video games, a few milliseconds of delay would be unacceptable, especially when a server needs to register a "hit". That's where lag compensationlag compensation comes into place. One of the methods used involves the server keeping a short history of each entity position and animation state. Then perform a number of tests and physics simulations to see if a "hit" would occur when a player "fires" their weapons, based on the lag, velocity, and animation state of each entity plus the world geometry.

In many applications, including competitive video games, a few milliseconds of delay would be unacceptable, especially when a server needs to register a "hit". That's where lag compensation comes into place. One of the methods used involves the server keeping a short history of each entity position and animation state. Then perform a number of tests and physics simulations to see if a "hit" would occur when a player "fires" their weapons, based on the lag, velocity, and animation state of each entity plus the world geometry.

In many applications, including competitive video games, a few milliseconds of delay would be unacceptable, especially when a server needs to register a "hit". That's where lag compensation comes into place. One of the methods used involves the server keeping a short history of each entity position and animation state. Then perform a number of tests and physics simulations to see if a "hit" would occur when a player "fires" their weapons, based on the lag, velocity, and animation state of each entity plus the world geometry.

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Lag Compensation:

In many applications, including competitive video games, a few milliseconds of delay would be unacceptable, especially when a server needs to register a "hit". That's where lag compensation comes into place. One of the methods used involves the server keeping a short history of each entity position and animation state. Then perform a number of tests and physics simulations to see if a "hit" would occur when a player "fires" their weapons, based on the lag, velocity, and animation state of each entity plus the world geometry.

Lag Compensation:

In many applications, including competitive video games, a few milliseconds of delay would be unacceptable, especially when a server needs to register a "hit". That's where lag compensation comes into place. One of the methods used involves the server keeping a short history of each entity position and animation state. Then perform a number of tests and physics simulations to see if a "hit" would occur when a player "fires" their weapons, based on the lag, velocity, and animation state of each entity plus the world geometry.

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There is an extreme number of electrons inside a conducting wire and the physics are a bit more complicated but the gist of it is a signal gets across a conductor "almost instantly" but slower than \$c\$. If you figure out why \$299,792,458m/s\$ is the limit, and not any other value, you would be next in line for a Nobel prize.

There is an extreme number of electrons inside a conducting wire and the physics are a bit more complicated but the gist of it is a signal gets across a conductor "almost instantly" but slower than \$c\$. If you figure out why \$299,792,458m/s\$ is the limit, and not any other value, you would be next in line for a Nobel prize.

There is an extreme number of electrons inside a conducting wire and the physics are a bit more complicated but the gist of it is a signal gets across a conductor "almost instantly" but slower than \$c\$.

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