Lag Compensation

I’ve been working on a little multiplayer game based on Valve’s Source Multiplayer method (Described here: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) and I’m coming across an issue which someone asks on the page, but no answer is presented. I was wondering if anyone here could help me answer it. The question is as such:

[quote]From the page: After 100 milliseconds, the client will receive the server snapshot that contains the changes based on the user command he predicted earlier.
After 50 milliseconds, though, the client will receive a server snapshot that does not yet contain the changes based on the user command. Does the client simply ignore this snapshot? If so, what are the rules governing this?
[/quote]
In my case, this causes a stuttering when players let go of a movement key. Any help? I can provide some code if necessary, however, I think this is more of a conceptual issue than code issue.