Hello everyone,
I am fairly new to programming and gamedev having only just started at the beginning of this year. My goal is to make a multiplayer physics platformer.
One of the videos I have watched over and over is the GDC - Networking for Physics Programmers by Glenn Fiedler. Even after doing so I just cannot seem to fully grasp the concept and result of input buffering.
When a client sends input to the server for the server to run the physics simulation, if we implement a buffer on the server for lets say 100ms will this not add to the delay between what we see on client and server? If it takes 50ms for the server to receive input from the client and then the server buffers it for another 100ms will that not bring the rendering of what the server and what the client sees further apart?
I feel like I am misunderstanding something because 6 minutes in or so Glenn shows his simulation after implementation of input buffering and the outcome is the opposite of what I would think it would be, it is almost identical on both ends even with UDP 250ms round trip and 25% packet loss. I would think that input buffering only solves jittering and the delay between client and server simulation is resolved by client-side prediction, am I wrong on this?
Thank you in advance!