Client vs Server Lag:
Due to this game being heavily physics based, there will be some lag, due to the server having to perform all the calculations and then send the information back to all the clients.
When programming the networking in the game, i had to make a decision, which meant choosing between using client side prediction or not. Both had their positives and negatives. The positive of no prediction was that although the clients ball spazzed around really quickly, while feeling smooth, it looked weird, so instead i chose to interpolate, which meant that the client usually looks a bit behind, but the game plays more smoothly.