Convert notes into blockquotes
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@ -49,9 +49,14 @@ of time needed to make the interpolation possible. This illustrates a
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common tradeoff, which is that reduced latency often makes for rougher
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play.
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 *Reduced latency also often makes for more frustrating play. It's actually not hard to reduce the latency perceived by the player, but many of the approaches that reduce latency introduce the potential for paradoxes that can be quite distracting and annoying. For example, a player may see a rocket go by, and think they've dodged it, only to find themselves exploding a second later as the difference of opinion between his simulation and the other simulation is resolved to his detriment.*
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> 
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> Reduced latency also often makes for more frustrating play. It's
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> actually not hard to reduce the latency perceived by the player, but
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> many of the approaches that reduce latency introduce the potential for
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> paradoxes that can be quite distracting and annoying. For example, a
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> player may see a rocket go by, and think they've dodged it, only to find
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> themselves exploding a second later as the difference of opinion between
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> his simulation and the other simulation is resolved to his detriment.
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Worse, QTest1 was prone to frequent hitching over all but the best
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connections, because it was built around reliable packet delivery (TCP)
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