Given you are saying you are playing over a fast LAN, and the constraints of the time, DirectPlay was written in the era of modems and internet and single core. I've worked in code written around that, and it probably just assumed that there is a maximum theoretical framerate anyway over DirectPlay which won't be silky smooth, and dedicating only just a few more of those precious CPU cycles to network maintenance, which now throttles framerate. So whatever simple coding for this, and depending how much DPlay sucks, it's just sucky code to what we are used to seeing now. It's not like a serial modem that needs just a few K a second would be that much of a hit on XP era hardware. Unless it was a WinModem! ugh. Then again...
Dan9550 wrote on Yesterday, 12:56:
we have a bunch of near identical machines (ex business machines of the same model running Windows XP).
Of course, business machines in those days, weren't gaming PCs. So...
BTW Serious Sam 2 felt a bit laggy to me when it first came out. And again, C&C3, being an RTS, probably has the thing I'm hinting at above, it is really likely different in multiplayer.