Board Thread:Game Discussion/@comment-34843407-20190403142316/@comment-28169398-20190406151551

Of the few people who played OMP before, while there were always far more complaints about the demolition derby that it was, there were complaints about the same weird behaviors that are observed today.

It is just that 1) people don't have the car wrecking to complain about, 2) as they haven't been wrecked or get lucky and pull a huge lead while others were wrecked, they are actually closer to their other opponents, so they are actually able to see the weird behaviors, as their client is trying to render opponents in an area of the 3-dimensional space that is visible to them, and 3) there are actually more players playing these days to actually see and likely create the problems that they and others are witnessing.

And what online racing, fps, or air/space combat games on a mobile platform have you programmed recently that have none of these issues? Games where objects are covering large distances in very short periods of time at high refresh rates with high resolution graphics? Any? It isn't an issue with just RR3, there are complaints about it in a lot of titles which put similar demands on the technology.

https://pdfs.semanticscholar.org/995f/641b0881a619fa561be8843e534e2d47e9e9.pdf

Round-trip latencies have improved considerably since this was published: http://www.decarpentier.nl/hiding-latency

http://web.cs.wpi.edu/~claypool/papers/precision-deadline/final.pdf