>>279706828
it's totally fine now, there's judder correction both ways. What others see will happen in the order it was executed and vice versa in a rolling, buffered way. It's neat to see happening. The only time it gets crazy is in extremely rare situations of 60+ users in a single instance who are all standing in the same voice falloff vicinity, which basically never happens. 
I'm actually not sure how vrchat does it so fucking well to be honest, voice chat in there rivals any other video/voip software I've ever used even with 10-20 people talking in a circle and fucking discord, a fucking text application DESIGNED FOR THIS PURPOSE ALONE can't have a clear conversation with a single fucking person without fading out, buffering, stuttering or dropped calls, yet a fully 3d application with embodied 3d avatars that runs in VR can have generally crystal clear directional HRTF audio from 20 users at once that has raycasting and echo based on the map. It's insane.