The server does not wait. This is why higher lag players being to jump
around.  There's a lag compensation part to it that attempts to smooth
out movement and shots, but eventually it begins to not work due to
insufficient information from the client with high ping.  Do you
honestly beieve the server packet handling thread(or however the
internal architecture is) just sits there and waits for one client for
500ms?

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To clarify also, my definition of lag in this e-mail is not only when
you get yank from where you are to where you were but also, when your
shooting and none of your bullets are registering. BTW,  like what
happened to me last night at a server with 36 people.  All were
broadband and no ping was over 80.  I guy came in at 300 but jumped to
600 then to 800.  Not only were we stopped in our place but then after 5
seconds were somewhere else then choppy back and forth till the 600-800
ping went back to 300.  We played with this lag as the modem guy kept
spiking until HE voluntarily left stating "I'm sorry guys to mess up
your game. I'm having problems".  He left and it went back to normal
immediately.  I would suggest some of you to play at a server with ALL
low-pingers and watch when a high pinger comes in.  As clients we do not
complain about the lag all the time, even we it happens regularly.
Complaints usually only happen after constantly laggy for several
minutes.  Test it yourself on the client side


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