Hang on a second - I'm not sure I caught this right and I really can't be backsided to go and watch it again - but did CI-G just say that they cannot even get their backend to synchronise time?
Is Genuine Roberts going to have to sit down and invent Distributed Bespoke Serialised Variable Tokenised Container Streaming Objective NTP?
To be fair, NTP is meant for syncing time at a slightly more macro level than we might be talking about here (Wikipedia reckons accuracy to tens of milliseconds over the internet, or milliseconds on LAN). If they're planning on doing things where they require the servers to have a shared understanding of time at the within-game-tick sort of accuracy, then NTP might well be inaccurate enough that they need something more specialised, since tens of milliseconds is potentially >= a whole tick's difference. (Of course, this being a fast action game with FPS components I'm
sure the servers will be running at 50Hz+...)
This sort of problem is actually something I've personally implemented inside a week or thereabouts, so shouldn't really be much of a blocker. Not exactly the same situation, mind - what I was working on likely had much tighter timing requirements, but also could make a lot more assumptions (fairly reliable, fairly low-latency network as opposed to the wildlands of the Internet).