We can and plan to handle the complex lag masking netcode as well. We've just focused so far on games that don't need very sophisticated lag compensation
TODO does not imply no plan or that we haven't thought deeply about the problem. Prioritization is imperative when you're building an MMORPG and a new database with a small team for both.
How can you think deeply and plan for something when you don't know what don't know. You can only really understand these things when you've taken a game using these latency hiding techniques into production, and then after this, you'll probably realize that some of your original ideas were wrong. Where does this leave SpacetimeDB then?
I mean, they are dogfooding their own database. If they’re making a MMO game with it presumably the game has latency masking netcode, even if it isn’t in part of the database.
Seems too biased and harsh. The best lag masking and clientside prediction systems I've experienced as a player are those that are closely integrated with the idiosyncratic gameplay mechanics. I would never expect SpacetimeDB to have a one-size-fits-all solution to this, nor for it to be the central focus of their product.
You will implement terrible lag masking and clientside prediction if you aren't looking at it from the UX perspective, because that is literally the only reason these features exist, to trick players into thinking the game signals are moving faster and with greater frequency through the network than is physically possible. Perhaps you would make better games if you considered the user perspective.