@Groundfish It's not limited by hardware, it's limited by latency. PD changed the whole judgement algorithm to the much simpler system we have now after it became apparent that it was impossible to determine who hit who where when a little bit of latency is involved. The problem is, are you responsible for what happens on your screen or what happens on the other's screen, or for what happens when everything is correctly time synchronized on the server. 3 different versions of the same event, which only gets worse with more cars involved. It's limited by the laws of physics and a crappy internet infrastructure. Shared fault seems to be the only solution and people will have to learn to compensate for latency and keep more distance. The only other solution is to have the race play out on the server only and you drive with what ever latency you have to the server. That would make it a far worse experience bordering on unplayable with the speeds involved. What can be improved is making everyone responsible for braking on time. Miss a brake point with no hope to make the corner, SR Down, any bad thing happens, you're responsible. That would take care of the punts. Anything else depends on knowing exactly where the other cars are and what they are doing. That knowledge is unfortunately not available in real time, and even after reconstruction, can you blame a driver for re-acting to what he saw on screen instead of what really happened.