Lag Compensation

I’ve been working on a little multiplayer game based on Valve’s Source Multiplayer method (Described here: 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?
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.