Dear 1000WATT, with all due respect — your reply is emotionally charged but entirely misses the technical point.
Nobody said the server has a “psycho-emotional state.” That’s your strawman.
What was actually described is that **the game engine uses heuristics** to evaluate connection quality and **dynamically adjust packet behavior** — which is common in modern netcode.
If a packet is delayed, dropped, or malformed, the engine may decide to reduce packet size/frequency to avoid further loss.
Conversely, stable connections may be granted fuller updates — not as a reward, but as an optimization strategy.
This is **not intuition**, it’s conditional logic based on traffic behavior, RTT variance, and delivery success.
You also mocked “no jitter,” saying it’s impossible.
But in practice, a *reported jitter of 0* in tools or telemetry often just means “less than 1 ms deviation.” It’s shorthand, not a literal absence of timing delta.
Finally — if you're going to debate a theory, challenge it with facts or counter-data.
Not sarcasm, YouTube links, and jokes about hormones.
Let’s stay on topic:
The thread is about **how packet structure and delivery mechanics affect player experience**, even when ping and loss appear fine.
If you have something to contribute — like real Wireshark captures or engine insight — that would be valuable.
Otherwise, please refrain from derailing the thread further.