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    Latency and performance

    Manage latency and performance in your Netcode for GameObjects project.

    Topic Description
    Lag and packet loss Multiplayer games operating over the internet have to manage adverse network factors that don't affect single-player or LAN-only multiplayer games, most notably network latency. Latency (also known as lag) is the delay between a user taking an action and seeing the expected result. When latency is too high, a game feels unresponsive and slow.
    Ticks and update rates In addition to the effects of latency, gameplay experience in a multiplayer game is also affected by the server's tick rate and the client's update rate. Low tick and update rates reduce game responsiveness and add to perceived latency for users.
    Client-side interpolation You can use client-side interpolation to improve perceived latency for users.
    Client anticipation Netcode for GameObjects doesn't support full client-side prediction and reconciliation, but it does support client anticipation: a simplified model that lacks the full rollback-and-replay prediction loop, but still provides a mechanism for anticipating the server result of an action and then correcting if you anticipated incorrectly.
    Dealing with latency Understand the available methods for dealing with different kinds of latency.
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