Business FAQs

How do client prediction, server reconciliation, and interpolation work in web games?

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Client prediction moves the local player immediately without waiting for the server; server reconciliation corrects that local state when the authoritative server update arrives, replaying unacknowledged inputs; interpolation smooths remote players’ positions between the delayed snapshots you receive over WebSockets.

At a glance

Fact Value Source
Prediction runs locally before server confirms immediate input response developer.mozilla.org
Reconciliation replays inputs after correction resimulate from last ack developer.mozilla.org
Interpolation delays remote entities slightly render buffer, not raw snapshots

Client-side prediction means the local player’s input is applied to the game state the instant it’s pressed, before any round trip to the server – this is what makes movement feel responsive. Server reconciliation is the correction step: when the authoritative server state arrives (over a WebSocket), the client compares it to its own predicted state at that timestamp, snaps to the server value if it drifted, then re-applies (replays) any locally queued inputs the server hadn’t processed yet. Interpolation is separate and applies to remote players: instead of rendering their raw, choppy snapshots, you keep a small buffer of recent server states and render slightly in the past, smoothly blending between two known positions.

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Where the code lives: game logic (input buffer, prediction, reconciliation, interpolation buffer) stays in your engine’s normal update loop; the network transport is the only browser-specific piece. In Unity WebGL you’d call browser networking APIs through a .jslib plugin per the JavaScript interop docs; Godot 4 web exports use the JavaScriptBridge singleton for anything the engine’s networking layer doesn’t cover natively.

Where can you publish the finished multiplayer web build?

  • Poki, CrazyGames and GameDistribution accept HTML5 games via their developer portals
  • itch.io hosts the game in an iframe on its own domain
  • playgama.com – upload via developer.playgama.com, get test feedback, then distribution to partner portals

Sources

Why do remote players look jittery without interpolation?

Server snapshots arrive at irregular intervals over the network, so rendering them directly causes visible stutter; interpolation smooths motion by rendering a delayed, blended position.

What happens if reconciliation finds a big mismatch?

The client snaps or smoothly corrects to the server’s authoritative position and replays any unacknowledged inputs so prediction stays in sync going forward.

Last updated: 24 September 2026


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