From Wikipedia, the free encyclopedia
|
This article is within the scope of WikiProject Video games. For more information, visit the project page, where you can join the project and/or contribute to the discussion. |
|
??? |
This article has not yet received a rating on the assessment scale. |
CVG To-do:
- Expand: New CVG Articles, Normality, Pac-Man World 2, Operation Flashpoint: Elite, Call of Juarez, Galactic Civilizations II: Dark Avatar, Ford Street Racing, Betrayal at Krondor
- CVG Peer Review: List of F-Zero titles, Kya: Dark Lineage, Wii Remote, Dynasty Warriors 4, The Sims 2, The Legend of Zelda: A Link to the Past, Kirby's Dream Land, Electronic sports, Fire Emblem, Dante (Devil May Cry), The Elder Scrolls IV: Oblivion, Final Fantasy XII, Sonic the Hedgehog (16-bit), Classes in World of Warcraft
- Cleanup: Age of Mythology, Mario Kart: Double Dash!!, Betrayal at Krondor, List of Nintendo trademarks
- Merge:
- Deletions / Essential articles / Magazines
- Assess and Prioritise articles (Log)
|
this article is completely wrong. Interp is client side smoothing of what it sees to prevent jagginess. This article is thinking of lag compensation in general.
Interpolation (or interp) is an amount of time a client buffers the frames that it recieves before actually displaying them to the client (essentially creating an additional amount of delay to the client). Without it, players movign around will move jerky, sort of like stop-motion. With it, the game is able to average out the player's movement and then smooth it out for the client. The server, of course, takes into account the interp lag (or rather, it should). —The preceding unsigned comment was added by 64.126.164.1 (talk • contribs) 00:44, 17 December 2005.