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Re:Building a Distributed Turn-Based Game System in Elixir by 1_player on Friday April 30, 2021 @02:50AM (#26990516)
Sure, that's why I meant most use cases.

I mean, 100 ms between a click and a cross appearing on screen is not great user experience, but it's not even the worst. If you're writing a game, a little client side prediction is a good idea.

But if you have a form with instant validation, or any old regular UI, that is not necessary at all. The only built in optimistic UI functionality on Live View is disabling a button when you press it and wait for the server to respond, to avoid double submissions.

Re:Building a Distributed Turn-Based Game System in Elixir by meheleventyone on Friday April 30, 2021 @05:44AM (#26991474)
> But if you have a form with instant validation, or any old regular UI, that is not necessary at all.

Arguably because you're trusting the client and essentially the built or built-in behavior is therefore optimistic by default. Then hopefully validating on submission server-side.