# SceneNetplay

> Talos next · Since next

How a networked session draws other players and the corrections a rollback makes.

Every machine of a session runs the scene's; the run command's `--net-remotes`, `--net-smoothing` and `--net-snap-above` override them on one machine.

## Fields

| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
| `remotes` | `NetplayRemotes` | no |  | `predicted`, `confirmed` | How other players are shown in a networked session. "predicted" (the default): where this machine predicts they are now, live, and corrected when a guess was wrong. "confirmed": where they were on the last tick every player's input is known for, a few ticks behind and never corrected. Drawing only: every machine simulates the same either way. |
| `smoothMs` | `number` | no |  |  | How a correction is drawn: blended away over about this many milliseconds, 0 to 1000 (outside, clamped). 0 snaps at once. Absent: 100. |
| `snapAbove` | `number` | no |  |  | A correction larger than this many metres snaps instead of blending, so a teleport stays a teleport. Absent: 2. |

## See also

- `NetplayRemotes`
