Fable 5.2 + this prompt = near zero-lag multiplayer for any real-time game.
What we learned:
• Most lag is clock skew, not latency
• Extrapolate to now, never interpolate the past
• Client-authoritative movement, server as referee
• P2P unreliable channels, server relay fallback
• Error-decay smoothing, no snapping
• Build the bench before tuning
prompt in replies 👇