Beranda › Forums › Anti-Cheat Systems & Integrity › Network Jitter, Tickrate & Sub-Tick Packet Loss › UDP Packet Loss Concealment and Forward Error Correction (FEC): Advanced Implementation and Real-World Architecture
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Cole Wilson.
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October 15, 2026 at 11:07 pm #118115
Mia WardMemberI’ve been stress-testing my setup on a flaky ISP connection and getting bursty 3-5% loss, which wrecks my input latency numbers more than the raw ping does. Before I commit to an implementation, I want to hear from people actually shipping this in competitive titles. For those running custom UDP stacks, how are you balancing the redundancy ratio against header overhead? I’ve seen some engines dump 10-20% redundancy on movement packets, but that feels like it’s eating bandwidth that could go to higher-frequency input sampling. Where’s your breaking point before the added payload hurts more than the loss itself?
Lebih banyak specifically: how are you handling burst loss, since that’s where most FEC schemes fall apart? Are you layering a sliding-window ARQ retransmission on top of forward error correction, or relying purely on concealment and extrapolation? And for the concealment side, are people using linear extrapolation with velocity damping, or something like the delta-dictator approach? Any hard benchmarks on latency impact when you’re reconstructing versus just dropping the packet? If anyone’s benchmarked these under real congested-network conditions, I’d love your numbers.
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Hannah RogersMemberOn the FEC side, the biggest mistake I see people make is treating it as a silver bullet when it actually just trades latency for reliability. In competitive play you want something lightweight like XOR-based erasure coding (RtpFEC / RFC 5109) rather than heavy Reed-Solomon or Raptor codes, because the encoding overhead matters when you’re pushing 128Hz tick rates. The key architectural decision is your FEC window and redundancy ratio—typically you buffer a group of source packets, generate parity packets, and transmit them interleaved so a burst loss gets reconstructed without RTT round-trips. A 10-15% redundancy ratio usually covers typical home network bursts without adding noticeable input lag. The catch is you must interleave the parity packets across the stream, not dump them all after the source block, otherwise you create a decode stall.
For concealment, don’t rely on FEC alone—combine it with client-side dead reckoning and state interpolation. When a packet is genuinely unrecoverable, extrapolate entity positions using last-known velocity and acceleration, and use an interpolation buffer of ~80-120ms on the render side to smooth over gaps. Prioritize your packets: input and authoritative state updates should get the best-effort FEC treatment, while non-critical telemetry can just be dropped.
October 22, 2026 at 5:38 pm #122363
Cole WilsonMemberGreat topic. On the concealment side, the biggest lever competitive players actually feel is dead reckoning combined with client-side prediction, not fancy interpolation. The trick is extrapolating entity positions using velocity plus acceleration, and critically, damping that extrapolation over time so you don’t get the rubber-banding nightmare when a burst of packets finally arrives. I’ve seen implementations hold the last known state too rigidly—that looks worse than smooth prediction in FPS titles because your crosshair sits frozen while the server catches up. The key detail everyone undersells is reconciliation buffer sizing: if your client prediction window doesn’t match the server’s authoritative tick rate (128 tick = ~7.8ms), you get phantom collisions. Tune that buffer to the actual server tick, not the ping, and the “gunky shooting”
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