i get the idea of wat putty is talking about but its not a "lag swith" that gta needs. Most offical servers use a a "client prediction"
"Client prediction is technique where a server compensates for a players lag by predicting the player's movements" "This reduces latency problems, since there no longer will be a delay between input and feedback due to network ping times"
the principle is u have lag (causing a loss of pakets/information)
Client prediction kicks in when you as a client are connected to the big server, but aren't seeing updates from the server consistently (Loss of information).
The part of the game that is running on your computer looks at the input you are giving it, and makes a 'best guess' at what it thinks should be going on, in the absence of any overriding information from the server. It will display the guessed information, and then correct itself if need be when it does get the latest state of the world from the server.
http://www.extremetech.com/article2/0,1697,1156331,00.asp =http://en.wikipedia.org/wiki/Client-side_predictionA main problem is that this is used for first person shooters and on a thrid person shooter it is much more difficult to use as it has to be precise.
"A problem is that players with higher latency will introduce inconsistencies into the game, since they are more out of sync, and thus at times can, for example, see (and fire at, and damage) players who (from their view of the game) have already moved behind a wall"
I remember someone suggesting this, but sa-mp wouldnt use it cus it owuld mean rewritting code for the game for the prediction to work.
I do remember the sa-mp guys had an idea/way to reduce lag in sa-mp 2.5 so...hopefully this will happen and we will all be happy when the new sa-mp is realeased (well now called grand larceny)