They missed one key bit on CS&#x27;s network model(which is what made it so great) is that they would actually re-wind the gamestate to do hitchecks so you could have a latency of 200ms+ and have a reasonable experience.<p>Also the common term for resolving these types of things on the client is called &quot;dead-reckoning&quot;. You&#x27;ve always got a diverging states from latency so you&#x27;re continuously trying to reconcile this on the client.<p>Simple Newtonian physics based games(Subspace, etc) are famous for being latency tolerant since the simulation is incredibly deterministic and are based on the players extrapolating where things will be in X time rather than twitch responses(which is also why fighting games are so hard without using a solution like Counter-Strike). You could play SubSpace on a 500ms dial-up connection and still be competitive without needing to lead for lag.