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In a multiplayer game, every player is trying to interact with the same fast-changing world from different locations on the internet. A server keeps the match synchronized by collecting player inputs, simulating the official game state, and sending updates back to everyone. This matters because even a delay of a few dozen milliseconds can change who sees an enemy first, whether a shot counts, or where a player appears to be.

Competitive games rely on careful networking so the match feels fair, responsive, and consistent.

Key Facts

  • Ping is the round-trip time for data to travel from client to server and back, usually measured in milliseconds.
  • One-way latency is approximately latency = ping / 2 when the path is symmetric.
  • Server tick interval is tick interval = 1 / tick rate, so a 64 Hz server updates every 15.625 ms.
  • Authoritative servers reduce cheating by treating the server simulation as the official game state, not the client display.
  • Client prediction hides input delay by letting the local client immediately guess the result of its own actions before server confirmation.
  • Lag compensation can rewind server history to evaluate actions such as shots using the time stamp of the player input.

Vocabulary

Authoritative server
A server that decides the official game state and rejects client updates that do not match the rules.
Client prediction
A technique where a player’s device immediately simulates local actions before the server confirms them.
Tick rate
The number of times per second a server updates the game simulation and processes player inputs.
Lag compensation
A networking method that accounts for latency by evaluating an action using the game state from an earlier time.
Packet loss
The failure of some network messages to reach their destination, causing missing updates, stutter, or incorrect positions.

Common Mistakes to Avoid

  • Confusing ping with frames per second is wrong because ping measures network delay while FPS measures how often your device draws images.
  • Assuming a higher tick rate always fixes lag is wrong because latency, jitter, packet loss, and server load can still make updates arrive late or unevenly.
  • Trusting the client for important events is wrong because a modified client could lie about position, aim, health, or hits to gain an unfair advantage.
  • Ignoring time stamps on inputs is wrong because the server needs timing information to judge actions fairly when different players have different delays.

Practice Questions

  1. 1 A server runs at 128 Hz. What is the time between server ticks in milliseconds?
  2. 2 A player has a ping of 84 ms. Assuming the route is symmetric, estimate the one-way latency from the player to the server.
  3. 3 Two players shoot at nearly the same time, but one has 25 ms ping and the other has a sudden spike to 180 ms ping. Explain how an authoritative server with lag compensation can still judge the shots, and why the high-ping spike may still feel unfair to the player.