Earlier quoted context omitted.
> "While I can remember and justify all of my decisions about networking from DOOM through Quake, the bottom line is that I was working with the wrong basic assumptions for doing a good internet game." I'm not one for hero worship, but I think that's as close to engineering zen as one can get. Aka 'I'm brilliant. I thought I was doing the smart thing. Turns out reality was otherwise. I'm changing my approach.'
What's kind of sad and funny is that these assumptions changed again and no one seemed to have noticed. We're not on PPP or SLIP connections anymore and yet game devs are still writing netcode as though we are. Client side prediction should have been a temporary hack until low latency connections were mainstream not a permanent aspect of all gaming netcode, and yet it is. Maybe Carmack will wake everyone up again and…
This would be debilitating in an online game without CSP where even the latency introduced by screen buffering and vertical sync may make or break yor game, and in reality the latency is of course much higher, usually around 100ms or higher. Check your assumptions: https://wondernetwork.com/pings