 A very explicit example of this is hit detection for weapons fired in first-person shooters, where margins are small and can potentially cause significant problems if not properly handled.Another way to address the issue is to store past game states for a certain length of time, then rewind player locations when processing a command.The server uses the latency of the player (including any inherent delay due to interpolation; see above) to rewind time by an appropriate amount in order to determine what the shooting client saw at the time the shot was fired.