Summary
I’m seeing a strong correlation between client frame rate and misprediction frequency when using Server Authority under high-latency conditions. At frame rates above 60 FPS, mispredictions become frequent enough to noticeably degrade gameplay feel. Capping at 60 FPS under the same network conditions largely resolves the issue, which points to a bug in how Server Authority handles prediction/reconciliation as a function of client tick rate rather than a pure latency problem.
Environment
- Client ping: 50+ ms (reproduces across high-ping conditions generally)
- Client frame rate: above 60 FPS (issue present) vs. 60 FPS (issue largely absent)
Steps to reproduce
- Connect to a server with moderate to high ping (~50+ ms) or simulate in studio via network simulation.
- Run the client at a high frame rate (above 60 FPS).
- Observe frequent mispredictions during normal gameplay. Also causes inputs to feel delayed and less responsive.
- Cap the client to 60 FPS under the same latency conditions and observe that mispredictions are significantly reduced.
Note: Reproducible on a blank baseplate
Impact
Players on higher-refresh-rate setups get a worse experience than those capped at 60 FPS, which is the opposite of what we’d expect. This affects any player with both high ping and high FPS.
Expected behavior
Misprediction/reconciliation behavior should be independent of client frame rate.
Actual behavior
Misprediction frequency scales up with client frame rate above 60 FPS, making the game feel bad despite latency being unchanged. At 60 FPS the experience is much smoother even at the same high ping.
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