LatencyFlow
Next‑Gen Entity Interpolation & Packet‑Level Synchronization
Solving the High‑Ping “Teleport” Problem for Competitive 1.8.8 Servers
■ The Core Problem: Visual Desync in PvP
In vanilla Minecraft 1.8.8, player movement is reactive. When a player with 150ms+ ping moves, their entity model appears to “stutter” or teleport on other players’ screens. This creates a massive disadvantage: your sword hits where the player was, but their server‑side hitbox is already ahead.
This desync kills the competitive integrity of Practice, HCF, and KitPvP servers.
LatencyFlow eliminates this by implementing a proactive prediction loop. Instead of waiting for the next movement packet, it predicts the path and “glides” the player model in real‑time.
■ Technical Architecture (How It Works)
- Asynchronous Velocity Tracking
We maintain a high‑frequency tracking map of every player’s velocity vector. This runs entirely off the main server thread – 20.0 TPS stability even at peak player counts. - Packet‑Level Injection (via ProtocolLib)
We intercept standard EntityRelativeMove packets and inject custom sub‑tick movement data. This replaces default “stuttering” with fluid, constant‑velocity motion. - Linear Prediction Engine
Using the last 3 movement samples, the engine predicts the next 150–300ms of motion. If a packet is dropped or delayed, the visual model keeps moving forward to match the server‑side hitbox. - Hard‑Sync Attack Hook
Listening for PacketPlayInUseEntity (Attack), the engine forces an immediate EntityTeleport packet the moment a hit is detected. Visual model becomes pixel‑perfect with the hitbox during combat.
■ Advanced Features
- Smart Knockback Filtering
One flaw in basic prediction is “flying” visuals during knockback. LatencyFlow detects PacketPlayOutEntityVelocity and automatically pauses prediction until knockback decays – no visual bugs. - Real‑Time Latency Statistics
Admins can see how many packets are being interpolated per second for any given player. Useful for tuning or diagnosing rough connections. - Zero‑Latency Visuals for Observers
Spectators and other players see high‑ping users move as if they were on a LAN connection. No stutter, no teleporting mid‑combo – clean movement, even when their connection isn’t. - AntiCheat Neutral Design
We only modify outgoing packets (what observers see). Server‑side player data remains 100% vanilla. Fully compatible with Matrix, Vulcan, Grim, Spartan, and all major anticheats.
■ Commands & Permissions
| Command | Description |
|---|---|
| /ping [player] | Show detailed RTT (Round Trip Time) and compensation status (self or others) |
| /latencyflow reload | Hot‑reload the entire configuration – no server restart needed |
| /latencyflow help | Display command usage |
Permission required for /latencyflow:
Code:
latencyflow.admin
■ Pre‑Purchase & Compatibility Notes
- Native version: Optimized specifically for Minecraft 1.8.8 (v1_8_R3 NMS)
- Dependency: Requires ProtocolLib
- Installation: Drop the jar into your plugins folder, ensure ProtocolLib is present, then restart
- Support: Only modifies visual rendering; does not affect server‑side gameplay mechanics or hitboxes
■ Visuals (In‑Game Screenshots)
