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Dead Reckoning Conclusion
Reduction of bandwidth
Updates are sent less frequently.
Potentially larger number of players.
Each host does independent calculations
Limitation
No guarantee that all host share identical state about each entity – hosts can tolerate and adapt the potential discrepancy
More complex to develop, maintain, and evaluate.
Dead reckoning algorithm must often be customized based on the the behavior of the objects being modeled.
Collision detection difficult to implement.
Must have convergence to cover prediction errors.
Poor convergence methods lead to jerky movements and distract from immersion.
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See the "Links" link above to find out the sources of the proposed informations
Pascal Vuylsteker
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Last modified: 28/3/2005
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