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Short and consistent feedback latency is crucial for movement coordination. Think adapting to wind conditions and landing/liftoff in rough conditions.


At small enough scales -- and this is one of them -- air is not just a fluid, it is a viscous fluid. Movement will be more like swimming than flying; there won't be any landing or liftoff, so much as grabbing on and pushing off.


It's a virtual environment; presumably, one could set the "wall clock" rate of the sim to account for inter-room, or even inter-continental comms latencies.




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