Client-side prediction

Client-side prediction is a network programming technique used in video games intended to conceal negative effects of high latency connections.

Another solution to the desynchronization issue, commonly used in conjunction with client-side prediction, is called server reconciliation.

The client accepts the new state, and reapplies the inputs not yet processed by the server, completely eliminating visible desynchronization issues in most cases.

The earliest known first-person shooter to use client-side prediction is Duke Nukem 3D, which had it built-in since the January 29, 1996 shareware release.

[5] After a series of experiments in a long private beta, id Software released QuakeWorld with a new predictive model that proved popular with both high and low latency players.