I am trying to observe the effects of lag compensation in my game by increasing my ping to 200+, adding loss, and by the limiting bandwidth to simulate wide area network delays using Network Emulator for Windows Toolkit.
It seems no matter the degree of latency that is applied I never see any visual changes to my character position on the server, as the lag compensation / interpolation method is always able to predict my exact position.
But in real-world situations, players connected from a far distance away do have poor synchronization. How can I produce the same poor synchronization that I witness in players connected from a far distance so that I can choose the ideal lag compensation technique for my game.
For reference, I'm making this game using Unity 3D and it's a fast-paced, twitch shooter game.