This topic explains how objects' speed affects how prediction shall calculate real object position and how the Speed Factor parameter can be used to mitigate this problem.


When an object is moving, the amount of traveled distance can vary according to its speed, this can be expressed by the physics formula [ DISTANCE = SPEED x TIME ].


This means that much faster the object is moving, the more in front it should appear when latency increases.


Suppose that a vehicle is moving at 10 Km/h and you do not consider its speed during prediction, the result could be that you put the vehicle in front where the real appears on the server.


The following drawing(s) illustrates a latency problem in a racing game :


Now let's suppose that the same vehicle starts to move at 80km/h and you still do not consider his speed during prediction, the result could be that you put the vehicle in behind where the real appears on the server.



In both examples, the vehicle isn't synchronized with regard to his real position on the server due to the variation in vehicle speed.


Speed Factors mitigate this problem including object speed on prediction calculation. This means how much faster an object is moving, how much in front they shall appear when latency increases.



The above example illustrates how the Speed Factor works to mitigate this problem by adding object speed during calculations.