In specific contexts like a 1v1 fighting game, you can get clever. GGPO*. Every move in the game has a specified "startup" time which is generally a) too fast to react to & b) consistent.
When you jump & throw a punch you send the frame along with your attack. My client speeds up your character's game state to match what your client experiences.
When you jump & throw a punch you send the frame along with your attack. My client speeds up your character's game state to match what your client experiences.
http://www.gamasutra.com/view/news/177508/The_lagfighting_te...