Client side prediction on FPS game I've recently attempted to develop a simple client prediction for an FPS based on Gaffer on Games famous blog (http gafferongames.com game physics networked physics ). Now I've gotten to the point that everything works (more or less), my main problem is crossing the message sent from the server and finding the appropriate snapshot on the client. I can use the last average ping time to find a very near state, but it will never be exactly timed placed as on the server. So my question is how exactly can I sync and find the time stamp sent from the server to the client and find which snapshot is the correct one on the client?