---
title: "How to Think About Game Servers (Pt 2)- Erlang Solutions"
url: https://daily.dev/posts/how-to-think-about-game-servers-pt-2---erlang-solutions-whcakw4tj
source_url: https://forum.elixirforum.com/t/how-to-think-about-game-servers-pt-2-erlang-solutions/76459
type: article
source: "Elixir Forum"
published: 2026-08-25T11:06:44.805Z
updated: 2026-08-25T11:07:06.059Z
tags: ["game-development", "elixir", "erlang"]
reading_time: 1
upvotes: 0
comments: 0
language: en
---

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# How to Think About Game Servers (Pt 2)- Erlang Solutions

**[Elixir Forum](https://daily.dev/sources/elixirforum)** · 1 min read · 0 upvotes · 0 comments

## Summary

A follow-up talk from Erlang Solutions by Hernán Rivas Acosta explores how latency and jitter impact multiplayer game synchronization and player experience. Using practical code examples, the talk covers clock synchronization, input delay, and various lag compensation techniques used to build responsive game servers.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://forum.elixirforum.com/t/how-to-think-about-game-servers-pt-2-erlang-solutions/76459>

## Questions this post answers

### What techniques can I use to compensate for lag in a multiplayer game server?

Lag compensation in multiplayer games relies on techniques like clock synchronization between client and server, input delay to smooth out network jitter, and various server-side reconciliation methods to keep gameplay consistent despite network latency. These techniques help maintain fair and responsive gameplay even when players experience different network conditions.

_daily.dev surfaces practical netcode techniques for developers building responsive multiplayer game servers._

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#elixir](https://daily.dev/tags/elixir), [#erlang](https://daily.dev/tags/erlang)

[View this post on daily.dev](https://daily.dev/posts/how-to-think-about-game-servers-pt-2---erlang-solutions-whcakw4tj)
