Yeah.
Basically … I didn’t see how “not rendering stupid stuff on the screen” reduced the effects of lags enough so as to make them tolerable. My misunderstanding was that I was thinking at a different perspective - I’d assumed no-one would ever even think of rendering stuff in this day and age that caused entitites to rubber-band all over the place - and so I thought the OP was talking about the harder problem of working-around latency/drops.
OP:
“Yes, in most cases TCP can be relied on without seeing much of an effect (particularly if the programmers can do a good job of hiding lag with dead-reckoning, disregarding old messages”
IMHO you still see a big effect if a game lags, no matter how much rendering you do - you need to do cleverer things that just rendering to have “[not] much of an effect”. Hence me misunderstanding and thinking you were talking about such things.
Sorry. IMHO, though, its still just plain foolish to be sending redundant data down a TCP stream - it’s artificially increasing your latency, and how many of us work on platforms where there is so little RAM and CPU at either end that we can’t afford to buffer and remove outgoing duplicate messages?