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.