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Up Topic Game lags only for laggy clients?

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In Response to PeterW
Hm, let me back-pedal a bit, I remember I was wrong about this before - C4NetIOUDP would actually recover from one-packet-lost errors quite quickly already, as the first out-of-sequence packet would immediately cause a check and the resending of the packet. For a one-second pause, we need to lose so many packets that we run out of data and have to stop sending.

This actually means that even double-sending wouldn't cause much improvement to these mega-lags :/

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