What's the alternative? Lag compensation with a cap seems ok. Everyone having to lead a target based on ping isn't a good solution.
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the alternative is to stop thinking that the internet is actually good enough for competitive gaming

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in that case they should also be synchronous, which means the server tick interval can't be shorter than either players ping
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If players had different pings and no lag comp, they'd also not be playing the same game. That's before considering send/tick/recv matching.
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@Pond3r created GGPO which is awesome for fighting games, and from my understanding it uses some lag compensations techniques.Thanks. Twitter will use this to make your timeline better. UndoUndo
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