What immediately happens in practice with interpolation, is that every second player has a bad network connection and so you get unevenly spaced movement packets from him, and he just warps from here to there (via teleport, or smooth movement, neither of which look good or are possible in single player mode), among other problems. Interpolation also adds latency which is already a constrained area. Your game should already be designed to handle a constant rate of in and outbound packets and is broken if it sends them on demand instead of packing them into this stream of evenly paced constant rate packets. If you can't send packets for a few frames you should be punished until you switch ISPs, as opposed to you getting advantage because you teleport somewhere on the other clients's screens. The idea of "right away" is a misconception here. Since you get packets at a constant rate (which should be high enough to be displayed directly on screen), interpolation is not necessary. 60 tick is literally nothing, for a game with less than 100 players and little to no moving objects. Of course, most gamedevs are not concerned with this stuff as the framerate drops to 10 in most games if 1-6 players are on screen depending on how shit their game is. Also, client side damage is a mistake.