But network code is highly optimised to only send what is relevant to the client. That’s why usually you cannot switch players while watching a client-side recording, and I assume that the demo recording implemented in Unreal works that way too?
So either it will not work client-side, or you will have to make the network code less efficient just for the sake of the killcam, which isn’t really an acceptable compromise. Remember that this is about showing the kill from the killer’s perspective, not about replaying the last few seconds of the player’s death.
A thought just occurred to me, isn’t CoD using peer to peer networking? That could make this a lot more straight-forward, e.g. you could directly send a compressed replay from the killer to the victim without affecting server performance.
Ah yes, there is some indication that this is indeed true:
Sounds like CoD was having trouble getting it to work with dedicated servers as well. And if that’s the case, you can take it for granted that this is anything but an easy problem to solve…