This seems like a pain point that's an opportunity in disguise. A technology that made it much easier to get multiplayer sync correct would be an enormous advantage.
> While programmers can become obsessed with finding the most pure, abstract, clean, even sublime solution to a problem, there are times in a project when a few sacrifices have to be made. If they’re done well no one notices the evil compromises that had to be made, as is true for the hacks written up by Brandon Sheffield in his article Dirty Coding Tricks.
Human beans [sic] are probably full of Dirty Coding Tricks -- as organisms, I mean. It's just that we work well enough.