Find an undead mob first and then cast sense, I bet there it is different. My assumption (totally guessing here) is that there is a client side buffer that precaches local (models, terrain, etc) data for a set distance beyond the clip plane. That buffer queries the server to preload mob info, path data, etc and serves the client as soon as the object is in plane.
What happens when something is father away than the cache radius? For speed the client should query the server directly but I doubt they build that logic for sideline cases. My guess is the client still has to query the cache, cache has to fetch, and then return to client. Enter your lag...
Same stuff happens if you bind at tunnel, run to t2, then gate back. Client has to repop all those models and their state, but that's way because they are in cache. Try the same experiment from Orc 2 and you'd probably get a longer delay.
This is my theory on why bards always look so laggy to me.
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