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This is correct. QuakeWorld pushed the limits of real-time networking projectile detection by keeping a small history buffer of interpolated data for the server to perform lookups and hit checks. It was never perfect but it was good enough for fast paced QW games.

https://icculus.org/~marco/quakec/csqc/prediction.html

https://fabiensanglard.net/quakeSource/quakeSourcePrediction...




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