Keep Your Place in the Fight
Busy uploads stop throwing you backward, crouch slides hold together at higher ping, and the net graph helps explain a troubled connection. Plus a cheaper weapon setup path for Firefox.
The Upload Queue Was Moving You Around
A cloud sync, another upload, weak Wi-Fi. Your commands could spend most of a second waiting to reach the server while the game kept moving on your screen.
Past 32 unacknowledged commands, the client used to give up: jump back to the server's old position and discard what you had pressed. The server then ran those commands anyway and moved you forward again. Every new snapshot could restart the argument.
The client now replays up to two seconds of commands, and the server keeps them all. A backed-up upload no longer has to become a repeated trip back through the same doorway.
Wait Briefly, Then Catch Up
v0.9.35 changed how the server guessed through missing input. This release takes that further: during a short stall, the server holds your player still and records the time it owes you.
When the commands arrive, it runs them two per tick until it catches up. Other players see a brief hold followed by a quick catch-up. Your commands still get their turn.
After half a second of silence, the server returns to guessing movement. Catch-up only repays time already waited, so sending more commands does not buy extra simulation time.
In the simulated upload-queue test, with delay approaching 900 ms, visible corrections over five units fell from 300 in 30 seconds to none. A separate 800 ms spike test went from 72 corrections, some as large as 160 units, to none. Those are results from the reproduced test workloads; they do not mean a stalled connection becomes invisible to everyone in a live match.
Let the Slide Stay a Slide
Crouch slides had their own high-ping problem. Replaying an older command started from your newest movement state. A slide you entered after that command could immediately end during replay, start its cooldown, and refuse to start again.
At 100 ms, the reproduced result was a 36-unit snap back and forth on every slide. Replay now begins with the movement state from the acknowledged command.
Snapshots that already agree with your prediction also stop triggering unnecessary replay. The client compares the matching command's predicted state and keeps its current state when they agree, making reconciliation much cheaper in the usual case.
Tell Us Where the Delay Is
The net graph gains working corr and max readouts for visible prediction corrections. The old recon row never counted anything.
up and down show extra upload and download delay against the best seen over the last 30 seconds. High ping with a high up value points toward a congested upload, giving a report more detail than just "it lagged."
Bots now send commands by the server-tick clock too. On Windows hosts, counting timer firings had been producing commands at about half the intended rate.
Firefox Weapons Cost Less to Set Up
Firefox's WebGL path reuses static PBR materials for other players' held weapons instead of cloning new ones on switches and respawns. Each weapon keeps its own rig and animation. Animated or custom materials retain their existing path, as do Chrome and WebGPU.
Actual-asset tests show lower setup cost with identical rendered pixels. Overall combat FPS remains variable; this release does not claim a measured frame-rate gain from that change.
Still Open on Linux Firefox
The release notes flag slow mouse movement registering on only one axis as a Firefox issue; Chromium on the same machine works correctly. That remains a browser-specific limitation to be aware of when testing the release.