{"id":14513,"date":"2026-09-24T10:31:41","date_gmt":"2026-09-24T10:31:41","guid":{"rendered":"https:\/\/playgama.com\/blog\/?p=14513"},"modified":"2026-09-24T10:31:41","modified_gmt":"2026-09-24T10:31:41","slug":"how-do-client-prediction-server-reconciliation-and-interpola","status":"publish","type":"post","link":"https:\/\/playgama.com\/blog\/business-faqs\/how-do-client-prediction-server-reconciliation-and-interpola\/","title":{"rendered":"How do client prediction, server reconciliation, and interpolation work in web games?"},"content":{"rendered":"<p><strong>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&#8217; positions between the delayed snapshots you receive over WebSockets.<\/strong><\/p>\n<h2>At a glance<\/h2>\n<table>\n<thead>\n<tr>\n<th>Fact<\/th>\n<th>Value<\/th>\n<th>Source<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Prediction runs locally before server confirms<\/td>\n<td>immediate input response<\/td>\n<td><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Games\" rel=\"nofollow noopener\" target=\"_blank\">developer.mozilla.org<\/a><\/td>\n<\/tr>\n<tr>\n<td>Reconciliation replays inputs after correction<\/td>\n<td>resimulate from last ack<\/td>\n<td><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Games\" rel=\"nofollow noopener\" target=\"_blank\">developer.mozilla.org<\/a><\/td>\n<\/tr>\n<tr>\n<td>Interpolation delays remote entities slightly<\/td>\n<td>render buffer, not raw snapshots<\/td>\n<td><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Client-side prediction means the local player&#8217;s input is applied to the game state the instant it&#8217;s pressed, before any round trip to the server &#8211; this is what makes movement feel responsive. Server reconciliation is the correction step: when the authoritative server state arrives (over a <a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Web\/API\/WebSockets_API\">WebSocket<\/a>), 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&#8217;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.<\/p>\n<p>When you are ready to monetize your game, Playgama Ad connects one SDK to 11 demand partners, including Google Ad Manager.<\/p>\n<p>Where the code lives: game logic (input buffer, prediction, reconciliation, interpolation buffer) stays in your engine&#8217;s normal update loop; the network transport is the only browser-specific piece. In Unity WebGL you&#8217;d call browser networking APIs through a .jslib plugin per the <a href=\"https:\/\/docs.unity3d.com\/Manual\/webgl-interactingwithbrowserscripting.html\">JavaScript interop docs<\/a>; Godot 4 web exports use the JavaScriptBridge singleton for anything the engine&#8217;s networking layer doesn&#8217;t cover natively.<\/p>\n<h2>Where can you publish the finished multiplayer web build?<\/h2>\n<ul>\n<li>Poki, CrazyGames and GameDistribution accept HTML5 games via their developer portals<\/li>\n<li>itch.io hosts the game in an iframe on its own domain<\/li>\n<li><a href=\"https:\/\/wiki.playgama.com\/playgama\/bridge-sdk\/getting-started\">playgama.com<\/a> &#8211; upload via developer.playgama.com, get test feedback, then distribution to partner portals<\/li>\n<\/ul>\n<h2>Sources<\/h2>\n<ul>\n<li><a href=\"https:\/\/docs.unity3d.com\/Manual\/webgl-interactingwithbrowserscripting.html\" rel=\"nofollow noopener\" target=\"_blank\">Unity manual: interacting with browser scripting<\/a><\/li>\n<li><a href=\"https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/export\/exporting_for_web.html\" rel=\"nofollow noopener\" target=\"_blank\">Godot docs: exporting for the Web<\/a><\/li>\n<li><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Web\/API\/WebSockets_API\" rel=\"nofollow noopener\" target=\"_blank\">MDN: WebSockets API<\/a><\/li>\n<li><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Games\" rel=\"nofollow noopener\" target=\"_blank\">MDN: Game development<\/a><\/li>\n<li><a href=\"https:\/\/wiki.playgama.com\/playgama\/bridge-sdk\/getting-started\" rel=\"nofollow noopener\" target=\"_blank\">Playgama Bridge SDK &#8211; getting started<\/a><\/li>\n<\/ul>\n<h2>Related questions<\/h2>\n<h3>Why do remote players look jittery without interpolation?<\/h3>\n<p>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.<\/p>\n<h3>What happens if reconciliation finds a big mismatch?<\/h3>\n<p>The client snaps or smoothly corrects to the server&#8217;s authoritative position and replays any unacknowledged inputs so prediction stays in sync going forward.<\/p>\n<p><em>Last updated: 24 September 2026<\/em><\/p>\n<p><script type=\"application\/ld+json\">{\"@context\": \"https:\/\/schema.org\", \"@type\": \"FAQPage\", \"mainEntity\": [{\"@type\": \"Question\", \"name\": \"How do client prediction, server reconciliation, and interpolation work in web games?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"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.\"}}, {\"@type\": \"Question\", \"name\": \"Why do remote players look 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