>>535711274
You could try some of the techniques in https://0fps.net/2014/02/17/replication-in-networked-games-latency-part-2/ . The local perception filter in particular, I've known about for a while and it seems like it'd work well at VRC-levels of lag but I've never seen done in a real game. Roughly it speeds/up slows down perceived time around remote players so things like bullets look continuous (don't jump around) but change velocity to compensate for delay. There's a little 2d demo at https://mikolalysenko.github.io/local-perception-filter-demo/ .

Practically I think all VRC gun games just do hitscan with client-side hit detection since it feels the least bad. I wouldn't call any VRC gun game working "well" though. There are some JP groups I see advertised at vket that do big pvp games but I think that only works if the servers and all the players are on the same island, so you get okay ping (70ms) instead of the usual 400ms in photon.

Another interesting cope you could do is simulate space combat at 150,000km distances. then actual light speed would match the network lag.