No buggy boundaries you should notice.
You see this in all online games, how many times you think someone have said I could have sworn that was a head-shot in any FPS games around the globe. Well, a lot more than what you experienced. It's a lot to take into calculation, but you have latency, possible packet loss, synchronization to the server and of course quality to the server. And remember, it's not about only your connection, it's the guys around you as well.
Meaning if you have 125ms ping to the server and someone else have the same. Total delay will be 250ms witch is quarter of a second and really is noticeable.
What happened to you is that it's a difference bettween what your client is seeing and what the server side is seeing.
Like Kamuifanboy said most people see this as a netcode thing, b
ut the netcode must be one of the best I seen, handling up to 63 cars with that few mistakes.
But I always been a guy hating wireless connections and when watching the interview InsideSimRacing did with Andy Tudor from Project CARS and he said their biggest challenge to their netcode is that they have so many people on wireless connection and to make it work without glitches.
Tells me I still will hate wireless connection within games
It's really nothing to fix, it's driving across fiber optic cables, phone company cables and in some homes through air. Not much to do about it, but to force every driver to hock their computer to a CAT5e or CAT6 cable, and that wont fix it 100%, the signal still travels around the world! Anything can happen.
On a sidenote I used to do FPS gaming on clanbase.com back in 2001 and before every matches we did we had another war going on. What server to use?!?! Playing games over internet was a glitch back then and it haven't really improved. We still do it and we love it, because the good experiences makes us forget the rather few bad or strange experiences we experience