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Predictions are currently pulled every 60 seconds, as are trip positions. Unfortunately, if a client refreshes predictions the second before a pull, then the data age at client refresh is almost a ful…
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Have the trajectory code factor in bounce and kickup for better client side prediction.
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- [ ] 1. Find an optimal syncing interval that doesn't slow the game down
- [ ] 2. Implement some sort of client side prediction over the server side authority
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OpenSSL's key_share / supported_group selection algorithm seems to be roughly:
1. Look for a match in the client key_share extension, picking the first, in client preference order, that the server …
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Player movement should be transferred to the server at a specific rate (every 100 ms?), complete with client-side prediction.
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## Feature Request
If this is a feature request, please fill out the following form in full:
### Describe the problem the feature is intended to solve
While using Tensorflow serving, the excepti…
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Some workunits such as climate prediction are huge, is it possible to make a per project limits such as lhc has server side.
Something such as this but on the client side not the server side:
![i…
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**Bug description**
I've seen this happen in the Fabric 1.18.1 version of the mod. Not sure about other versions.
Tested only in **Singleplayer**. _(I'm a loner.)_
If you use an identity that's n…
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Pressing Ctrl-L in mosh seems to be triggering a client-side repaint. This is good for single-terminal sessions, but it's not always desirable. For example, when using https://github.com/christoomey/v…
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Currently, only certain actions are predicted on the client side, before the server responds to the action. These include moving items, breaking and placing nodes, and crafting.
However, it would b…