> Input latency is too much for first-person or third person games. Do you plan to add client-side prediction? Can developers handle that themselves?
Somewhat, and yes. I've gone into more detail here [0], but the general idea is that we want to avoid implementing prediction within the runtime itself; instead, we want to make it a userspace thing, so that you can choose the prediction solution that will work best for your game.
Developers can already start experimenting with this now; we've opted for pure client-server in our examples/games for conceptual simplicity and to ease people in, but we'll be experimenting with introducing more userspace prediction in the future and seeing how we can genericise the solutions we build.