Quote: "there are methods that divide the map area into regions which is what your trying to suggest is in this component.."
No that's not what I am suggesting.
Player A can send 6 packets a second to you.
Player B can send 2 packets a second to you.
It should be obvious that your client can update the position of player A 6 times a second but only update player B 2 times a second.
If player B is visible their movement will be jerky while player A is smooth.
If player B is not visible then all you will see is player A moving smoothly.
Quote: "I'm not sure why you think the server wouldn't be clever enough to know that it must send at a lesser rate to some clients. And again, I want names of modern face paced (FPS-style) games that do this."
I don't see why anyone would build that level of complexion into the server. If it's sending packets too fast they will either.
Get lost in the network before they reach the client.
Be out of date before the client can process them in which case the client can just ignore the out of date packets in favor of fresh ones.
By way of demonstration, he emitted a batlike squeak that was indeed bothersome.