This tutorial is part of the Rollback Netcode in Godot course. See the previous part if you haven't already!
This is the 7th part in a tutorial series teaching how to implement rollback netcode in your game in Godot, using the Godot Rollback Netcode addon:
https://gitlab.com/snopek-games/godot-rollback-netcode/
In this part, we discuss input delay and interpolation (their advantages and trade-offs) and use interpolation in our demo project to allow us to reduce the simulation rate to 30fps, while continuing to render at 60fps (or higher).
Here's the Git repo with the tutorial code (see the 'part-7' branch):
https://gitlab.com/snopek-games/godot-rollback-tutorial
Ready for more? See the next part in this course!
Level:
Intermediate
All the tutorials in this course
- Rollback netcode in Godot (part 1): What is rollback and prediction?
- Rollback netcode in Godot (part 2): Getting Started with the Godot Rollback Netcode addon!
- Rollback netcode in Godot (part 3): Making a custom MessageSerializer
- Rollback netcode in Godot (part 4): Spawning scenes and NetworkTimer
- Rollback netcode in Godot (part 5): State, hashing and mismatches
- Rollback netcode in Godot (part 6): Playing offline!
- Rollback netcode in Godot (part 7): Input Delay and Interpolation
- Rollback netcode in Godot (part 8): Animation Players
- Rollback netcode in Godot (part 9): Sound Effects
- Rollback netcode in Godot (part 10): Random Numbers
- Rollback netcode in Godot (part 11): Advanced Input Prediction
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