Is there warping in multiplayer races?
As you may know, warping is caused by latency, which refers to the time it takes to transmit data across a network. Latency on LANs is typically very low, and in LAN races, warping is usually nonexistent, except under exceptional conditions such as someone doing backups across the LAN while a race is going on. In Internet races, the amount of warping is dependent on the degree of the latency between the GPL clients and the GPL server (i.e. the machine of the player hosting the GPL game). With ping times below about 280 milliseconds, warping is virtually nonexistent. It becomes fairly noticeable with ping times above 400 ms. I believe this is fairly standard for all games being played over the Internet, and is a function of the laws of physics. Note that two clients each with a 400 ms ping time to the server will have a total latency to each other of 800 ms, almost a second. There is only so much you can do to guess where the car is supposed to be when the latest data you have is almost