Someone correct me if I'm wrong, but I believe this was the genesis of client-side prediction for games. If you don't know what that is, Valve has some good documentation on it (relating to Source engine, but it's the same concept).[1] Latency was still a problem even with CSP because we didn't yet have lag compensation on the server. So although you got an authoritative server (no cheating) and instant inputs (no ro…
This is one of the most influential paper for multiplayer games. ( probably #1 ). Tribe was the first game to have client side prediction and rollback, this is what most games use nowdays.