Original Post
Hi, I often read about buffering incomming network messages (client sided) and then periodically crawl through these and process them. But to me it seems like its just adding unnecesary lag that way... why wouldn't I just immediatly take the appropiate action when I receive a network update? (lets assume I have a action game that receives updates regulary, in a client/server model) I can imagine that on the server side it could be helpfull to buffer , because updates might interfer with each other when they arrive too soon after each other?