In many applications, including competitive video games, a few milliseconds of delay would be unacceptable, especially when a server needs to register a "hit". That's where lag compensationlag compensation comes into place. One of the methods used involves the server keeping a short history of each entity position and animation state. Then perform a number of tests and physics simulations to see if a "hit" would occur when a player "fires" their weapons, based on the lag, velocity, and animation state of each entity plus the world geometry.