I actually think that there is a good argument to be made for predicting puffs when unlagged is turned on.<br /><br />Shots are resolved according to the client&#039;s tic (through unlagged).&nbsp; However, without clientside prediction, bullet puffs are spawned at the server&#039;s tic.&nbsp; This is fundamentally what causes weird effects like the video above where pellets are delayed and yet the player dies...or the opposite, you&#039;re leading a player too much and he walks in front of a wall that is sprayed with bullet puffs sent from the server.&nbsp; I also think there&#039;s a piece of human instinct to this.&nbsp; I think that despite knowing what is going on, when a player shoots their gun and sees their bullet puffs delayed, that instinctively tells them to start leading their shots because the &quot;cause&quot; of them firing and the &quot;effect&quot; of them firing had a delay.<br /><br />Now, of course there will be anomalies.&nbsp; Serverside unlagged is merely a prediction of what the client is seeing at that moment, and predictions can be off, which means that the client might not be totally 100% accurate in which puffs ended up on the wall and which ones ended up in the other player.&nbsp; But mispredictions are a fact of life with unlagged, it&#039;s just that seeing incorrect puffs would make those mispredictions more obvious.&nbsp; Also, serverside spawning of the puffs, as is done now, lets you know exactly how many of your puffs missed and where they ended up on the wall.&nbsp; But what good does the positions of the puffs do you when the puff positions are totally disjointed from the thing you&#039;re trying to aim at?<br /><br />[b]Please note that I am not advocating predicting blood puffs or player death.[/b]&nbsp; That should be kept as-is, because [b]that[/b] information should be reliable.&nbsp; I believe that players will be able to adjust to that by seeing their puffs land around a player and then learn to anticipate the damage sound a short time after, kind of a &quot;Okay, I know I hit him, now just wait a bit to find out if I damaged him or killed him&quot;.&nbsp; I think people care more about accurate blood puffs than pellets, since that&#039;s a good gauge of how much damage you did.