To reduce the bandwith usage, I limided the updates to 16 per second.
Also, the camera is smoothed, and thus reacts slower than the actual player.
This can be left out on a local machine, but makes the movement smoother
on an internet game. (it should in the end, adapt itself to the ping/latency
to work best in all situations)
I joined a game with nfs, and it was running well, given the functionality
that is implemented to this state.

I use GSTNet, especially to not have to tangle with
the 3dgs multiplayer shortcomings, and its system, that dictates the multiplayer
in an unnessesary way.
With GSTNet I have full controll about the data send,
not with 3dgs-multiplayer.