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7h 18m 17s logged

Implemented proper client-side interpolation, made everything tickrate independent so you can host servers with 30hz, 64hz and even 128hz tickrate. Also changed the adaptive buffers to handle the worse internet connections, you can barely notice the rubberbanding now on a bad 4G connection for example. Here’s a test of peeker’s advantage on LAN, I measured about 15-20ms of latency for a player’s actions showing up to all other players on a stable 0ms connection

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