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Delays that need to be combined into a coherent whole is the entirety of multiplayer game network coding. People clicking buttons, sending them with variable delays along with a "happened at time t" attached to a server which then has to retroactively figure out who hit and who missed and then send that back in time. Ask game network engineers for a books worth of problems and solutions over the last 40 years :)

Games also use frames, discreet moments in time, to make physics and simulations doable at all. Too low a framerate and you notice the choppiness. Also if your monitor frequency and game frame frequency are nice multiples, it looks good, if not, it's choppy as well. Many analogues!

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