https://en.wikipedia.org/wiki/Netcode
Of particular importance: "Latency is an unavoidable fact of online games, caused by not only network latency,
which is largely out of a game's control, but also latency inherent in the way game simulations are run"
https://en.wikipedia.org/wiki/Latency_(engineering)
"Online games are sensitive to latency since fast response times to new events occurring during a game session are rewarded while slow response times may carry penalties (for instance in a first person shooter a slow response time may leave a player in the line of fire for longer periods of time)."
Or, as is more often the case here, the Latency between one Peer and another Peer creates a number of issues, causes disconnections, or other out-of-sync problems.
And what causes Peer Latency?
I don't want the last word - but wouldn't mind a simple "that makes sense".
And again - I've never once said there aren't or can't be issues with the Cobra Engine's networking components - I've not had a reason to do any traffic analysis, so I can only speculate that it makes heavy use of UDP, so it very well could have some problems with error control, flow control or datagram routing. Though I, like so many others, believe if this were the case, the issues resulting from this would be far more widespread, that is, everyone would have them, most or all of the time.
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"But this other game runs perfectly..."
And is probably less demanding, at least in terms of network traffic. Less precision required, less information to update per tick, see the above articles.