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So, I noticed that when I switch a local game with lowest graphics preset from prediction off and on (`cg_nopredict off` on client or `g_synchronousClients 0` on server), performance drops from 1000fp…
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## Bug Report
Does Tensorflow Serving support XLA compiled SavedModels ? or am I doing something wrong ?
### System information
- **OS Platform and Distribution (e.g., Linux Ubuntu 16.04)**: [D…
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Hello,
I have a problem with `TorchServe` in production. When I start the server there is no problem and everything works perfectly, I can use the model and make requests on it. But after around 3…
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Event predictions are only calculated client side, there is no API route for this information.
Could an API route be added that allows you to get the same information as the simulation results table?…
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Implement a server-side cvar to allow the server to work if a client is using Server-Side weapon prediction (cl_lw 0). Since it seems that the whole CS 1.6 Community used to (Used to since they moved …
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### The problem
When applying a Server state to the Client (during `Tick()` -> `ApplyState()` -> `ApplyGameState(GameState curState, GameState? nextState)`) side effects of the changes being applied …
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I'm not sure if this requires any special server-side code or more information from other clients, but first-person spectator footage is currently very jerky, it looks like no interpolation or predict…
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CS:GO's `sv_autobunnyhopping` & `sv_enablebunnyhopping` console variables allow server owners to easily enable bunny-hopping on their servers.
Some TF2 servers have bunny-hopping enabled, but with a …
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**What Do You Want?**
To test out sending inputs to the server, and then using a tick-state-based method of interpolation etc
**How Do We Do It?**
http://www.codersblock.org/blog/client-side-pred…