High Consistency versus Highly Dynamic
Player A moves and generates a location update.
To ensure consistency, player A must await acknowledgments.
If network lag is 100 ms, acknowledgment comes no earlier than 200 ms.
Therefore, player A can only update his state 5 times per second.
Far from the 30 Frame per second
For a highly dynamic shared state, hosts must transmit more frequent data
updates.
To guarantee consistent views of the shared state, hosts must employ reliable
data delivery.
NB. : Each host must either know the identity of
all other participating hosts in the net-VE or a central server must be used
as a clearing house for updates and acknowledgments.
Available network bandwidth must be split between these two constraints.