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How do you make a remote player move smoothly between server updates, and where does that smoothing visibly break?

You either buffer snapshots and render the entity slightly in the past so two updates always bracket it, or you dead-reckon forward from its last position and velocity. Interpolation buys smoothness with added latency; extrapolation buys latency with being wrong the instant the entity turns.

5 min readUpdated 2026-08-15

Answer

Short answer

Dead reckoning predicts a remote entity forward from its last known state, while interpolation renders slightly in the past between two real server snapshots. Interpolation is smoother but adds latency; dead reckoning feels current but visibly breaks when the player turns, stops, or collides before the next update arrives.

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  • Why does a second-order dead-reckoning model with acceleration sometimes look worse than a first-order one?
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