 One design issue that arises from rewinding is whether to stop rewinding a dead player's lagged commands as soon as they die on the server, or to continue running them until they "catch up" to the time of death.Cutting compensation off immediately prevents victims from posthumously attacking their killers, which meets expectations, but preserves the natural advantage of moving players who round a corner, acquire a target and kill them in less time than a round trip to the stationary victim's client.Rewinding can be criticised for allowing the high latency of one player to negatively affect the experience of low-latency players.