1. A method of processing video information, the method comprising: executing, with at least one processor of a server, a plurality of concurrent simulation threads for an interactive video game application, wherein each of the concurrent simulation threads corresponds to a different predicted outcome that is influenced by different possible user control commands associated with the interactive video game application; receiving, at the server, actual user input intended to control the interactive video game application, the actual user input corresponding to a user control command initiated at a client system, wherein receiving the actual user input from the client system is associated with a transmission time delay between the client system and the server; selecting, with the at least one processor of the server, a matching simulation thread from the plurality of concurrent simulation threads, wherein the selecting is based on the received actual user input to determine which of the plurality of concurrent simulation threads best emulates a game scenario that corresponds to the received actual user input; processing, with the at least one processor of the server, the matching simulation thread to obtain an intended actual outcome of the video game application, wherein the processing interpolates the intended actual outcome from the matching simulation thread in response to the received actual user input and in response to the transmission time delay to compensate for client-to-server delay lag associated with playing the interactive video game application; and providing the actual intended outcome of the video application for presentation to a user.