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The tradeoff to client-side prediction was that sometimes other players or objects would no longer be quite where they had appeared to be, or, in extreme cases, that the player would be pulled back to a previous position when the client received a late reply from the server which overrode movement the client had already previewed ; this was known as " warping ".
As a result, some serious players, particularly in the USA, still preferred to play online using the original Quake engine ( commonly called NetQuake ) rather than QuakeWorld.
However, the majority of players, especially those on dial-up connections, preferred the newer network model, and QuakeWorld soon became the dominant form of online play.
Following the success of QuakeWorld, client-side prediction has become a standard feature of nearly all real-time online games.
As with all other Quake upgrades, QuakeWorld was released as a free, unsupported add-on to the game and was updated numerous times through 1998.

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