Learn English vocabulary for game multiplayer networking: authoritative server, rollback netcode, lag compensation, tick rate, interpolation, and peer-to-peer architecture.
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An 'authoritative server' in multiplayer games means:
An authoritative server prevents cheating: clients send inputs (move left, shoot), the server runs the simulation and sends back authoritative positions. Clients cannot fake their own state because the server decides what is real.
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'Rollback netcode' handles network latency in fighting games by:
Rollback netcode (used in Street Fighter, Guilty Gear Strive) predicts the opponent's input, simulates immediately, and when the real input arrives, rolls back game state and re-simulates. Players feel no input delay locally, at the cost of brief visual corrections.
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In multiplayer game servers, 'tick rate' refers to:
Tick rate is the server's simulation frequency. CS:GO competitive servers run at 128 tick (128 updates/sec); a higher tick rate means more accurate hit registration and smoother movement at the cost of server CPU and bandwidth.
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'Lag compensation' in a shooter game means:
When a player fires, they see game state from 50ms ago (their ping). Lag compensation rewinds the server's history to that moment and checks if the hit registers from the shooter's view — avoiding the frustration of hitting someone who 'already moved'.
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'Interpolation' in multiplayer game clients is used to:
Remote player positions arrive as discrete snapshots (e.g., 20 times/second). Interpolation blends between the last two received positions to show smooth movement rather than jittery teleports, at the cost of displaying slightly outdated positions.