No, at least in movement, Anet has no advances over the native multiplayer, they both work pretty much the same. Native multiplayer sends regular updates on its own (depending on dplay_entrate), in Anet you have to do that yourself.

Its only a matter of how you code it. If you want it completely server-side but also lag free, you need to synchronize the time between client and server and send a timestamp with each update from the server. this way, you can avoid the lag if a packet takes longer than the previous.

Or you could do it as i did in survive and use client-side movement, meaning that the position of the local player is not corrected by the server (and is thus completly lag free) but corrects the view of the server. You'd have to set dplay_entrate to a very high value or disable it.