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Why Sync Desyncs: Understanding Latency & Player Drift in open.mp Servers - Printable Version + open.mp forum (https://forum.open.mp) -- Forum: SA-MP (https://forum.open.mp/forumdisplay.php?fid=3) --- Forum: General Discussions (https://forum.open.mp/forumdisplay.php?fid=6) --- Thread: Why Sync Desyncs: Understanding Latency & Player Drift in open.mp Servers (/showthread.php?tid=3577) |
Why Sync Desyncs: Understanding Latency & Player Drift in open.mp Servers - olwenboniface - 2025-10-10 Ever noticed players “teleporting” or cars stuttering in your open.mp server? You’re not alone. Even with solid hosting and stable pings, desync still sneaks in — but few understand why it happens. Let’s break it down simply. Desync isn’t just about a bad connection. It’s about how open.mp handles entity synchronization — the balance between real-time updates and server load. When too many actions happen at once (vehicle collisions, fast respawns, weapon swaps), the client-side prediction falls out of sync with the host. Here’s what I’ve been testing lately:
Let’s dig into how open.mp could evolve its synchronization layer for smoother multiplayer. |