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Showing Other Players
Nobody predicts other players — they are displayed. You receive their state at intervals and draw something in between. A mistake here costs a visible jerk rather than a life, which is why it carries its own declarations instead of sharing prediction's.
The display mode is declared
For entities that are not yours, the room declares how to fill the gap between the states that arrive: interpolate between the states you have, or extrapolate past the newest one. That is a declaration on the entity, so the answer is the same on every client and does not vary with whoever implemented the renderer.
Interpolation delay is declared too. Showing other players smoothly means showing them slightly late, by a declared amount. You tune that number for your genre.
Extrapolation stops instead of inventing
The extrapolation window is declared, and past it the entity stops being shown as moving rather than continuing on a guess. Extrapolating indefinitely puts a player on a target that was never there, and the player cannot tell it is happening — a visible freeze is the recoverable failure.
Why this is separate from predicting your own
The three prediction mechanisms have different authorities and different failure modes, and one word for all three means tuning one silently changes the other two.
| Mechanism | Runs on | When it is wrong |
|---|---|---|
| predicting your own | the client | a correction, replayed and smoothed |
| showing other players | the client | a visible jerk |
| lag compensation | the server | somebody dies unfairly |
That split is also why an observer preset exists carrying this mechanism and nothing else: a spectator has no input of its own to predict, so prediction settings would configure something it does not do.