Multi-client state reconciliation in multiplayer game networking: Server-authoritative architecture with client-side prediction and rollback-based reconciliation
If Nine Realities Netcode has helped your game development, research, or understanding of multiplayer systems, consider sponsoring its continued development. Your support enables:
- ✅ More detailed technical analysis and diagrams
- ✅ Code examples and implementation guides
- ✅ Performance benchmarks and case studies
- ✅ Community support and Q&A
This repository contains comprehensive research and analysis on advanced netcode architectures for multiplayer games, specifically focusing on the N+1 concurrent simulation model that powers modern competitive titles.
In multiplayer networked games, the system maintains N client-local predicted simulations plus one server-authoritative simulation (N+1 total concurrent simulations):
- 1 server-authoritative simulation: The canonical game state that resolves all conflicts and determines final outcomes
- N client-local predicted simulations: Each player runs their own predicted world using local inputs and last known snapshots from the server
For an 8-player Rocket League match, this creates 9 concurrent simulations (8 client predictions + 1 server authority).
Each client continuously reconciles to the server using:
- Client-side prediction: Clients simulate their inputs immediately for responsive gameplay
- Server snapshots: Periodic authoritative state updates from the server
- Rollback and correction: When client prediction diverges from server state, the client rewinds and replays with corrected information
- Interpolation and tolerance-based blending: Smooth visual corrections to mask prediction errors
This architecture explains phenomena like replay divergence, phantom hits, and the competitive advantage of stable, low-entropy input patterns that minimize prediction correction costs.
/docs - Interactive HTML documentation (GitHub Pages)
/paper - Full technical analysis (Word document)
README.md - This file
View the full interactive analysis:
- GitHub Pages: https://powder-ranger.github.io/nine-realities-netcode/
- Local: Open
docs/index.htmlin your browser
Comprehensive technical breakdown:
- Location:
/paper/Nine-Realities-Netcode-Model_-Technical-Analysis.docx - Topics: State reconciliation, prediction algorithms, latency compensation, anti-cheat considerations
- Client-side prediction
- Server reconciliation
- Input buffering and replay
- Lag compensation techniques
- Why N+1 simulations exist
- Synchronization challenges
- Trade-offs between responsiveness and consistency
- Real-world implementation patterns
- Peeker's advantage
- Hit registration accuracy
- Fair play considerations
- Anti-cheat integration
This analysis synthesizes:
- Years of competitive gaming experience (Rocket League, FPS titles)
- 2+ years of networking and systems study
- 4000+ hours of research and development
- 95.2% verification rate across 98 sources
- Game Development: Implement robust netcode for competitive multiplayer
- Performance Analysis: Understanding latency and prediction artifacts
- Anti-Cheat: Detecting anomalies in client-server state divergence
- Education: Learning advanced networking concepts
- Additional diagrams and visualizations
- Code examples in multiple languages
- Performance benchmarks
- Case studies from popular games
This is an open research project. Contributions, corrections, and discussions are welcome.
If you use this research in your work, please cite:
## 🏗️ Architecture
### N+1 Concurrent Simulations
```mermaid
flowchart LR
subgraph Clients
C1[Client 1<br/>Predicted Sim]:::client
C2[Client 2<br/>Predicted Sim]:::client
Cn[Client N<br/>Predicted Sim]:::client
end
S[(Server<br/>Authoritative Sim)]:::server
C1 -- inputs/acks --> S
C2 -- inputs/acks --> S
Cn -- inputs/acks --> S
S -- snapshots --> C1
S -- snapshots --> C2
S -- snapshots --> Cn
classDef client fill:#1f77b4,stroke:#0d3b66,color:#fff
classDef server fill:#2ca02c,stroke:#145214,color:#fff
sequenceDiagram
participant Input as Local Input
participant Client as Client Sim
participant Buffer as Input Buffer
participant Server as Server
participant Render as Render
Input->>Client: Apply input at t
Client->>Buffer: Store (seq, t, input)
Client->>Render: Predict state S_pred(t)
Client->>Server: Send input seq + timestamp
Server->>Server: Authoritative step (tick)
Server-->>Client: Snapshot S_auth(Ts), ack last seq
Client->>Client: Detect divergence Δ = |S_pred - S_auth|
alt Δ > threshold
Client->>Client: Rollback to snapshot Ts
Client->>Client: Replay buffered inputs > Ts
Client->>Render: Blend S_corr -> S_vis over N frames
else
Client->>Render: Continue normal interpolation
end
POWDER-RANGER. (2025). Nine Realities Netcode Model: Multi-client state reconciliation in multiplayer game networking. GitHub. https://github.com/POWDER-RANGER/nine-realities-netcode
## License
This project is licensed under the MIT License. See LICENSE..
---
## 💖 Sponsor This Project
If this research has helped your work, please consider [**sponsoring further development**](https://github.com/sponsors/POWDER-RANGER). Every contribution helps fund more detailed analysis, code examples, and community support.
---
**Built with**: Deep technical analysis, competitive gaming insight, and years of hands-on experience