Lower frequencies as expected would make the avatar movements very jerky. On the shared memory side, if the data is written by the application at a rate faster than the IRB can read, it leads to the data being over-written and thus producing the jerkiness again. Data structures used. Information being passed across the network to remote participants consists of, Avatar's head and wand tracker values to draw the avatars. Time stamp to synchronise the simulation.
Synchronisation is done at every time stamp.
The states of the buttons of the graphical parameters. Though takes much more network bandwidth, it cannot be avoided in order to let collaborators join in late and get in synch with others. Some sort of a locking mechanism is needed to implement the movement of the graphical objects. As 2 participants might try to move the same global parameter at the same time in different directions. Though not an atomic operation, it is seen who moved the object first, and that user gets the lock to move the object.