A method for reducing latency for served video games by anticipatory preprocessing, the method comprising: transmitting at least one first state of at least one video game from at least one server, which hosts the at least one application, to at least one client; determining, utilizing the at least one server, that at least one expected client response from the at least one client to the at least one first state will be at least one of a finite set of possible client responses; generating, utilizing the at least one server, at least one additional state of the video game utilizing at least one possible client response from the finite set of possible client responses prior to receiving the at least one expected client response from the at least one client, wherein said operation of generating further comprises: defining each of the finite set of possible client responses as potentially latency causing, wherein at least one possible client response being defined as potentially latency causing comprises a response requiring video frame encoding, or not potentially latency causing; and generating at least one state for each possible client response of the finite set of possible client responses defined as potentially latency causing utilizing the respective possible client response; and providing the at least one additional state from the at least one server to the at least one client, wherein said operation of providing the at least one additional state from the at least one server to the at least one client further comprises providing the at least one additional state from the at least one server to the at least one client prior to receiving the at least one expected client response. transmitting at least one first state of at least one video game from at least one server, which hosts the at least one application, to at least one client; determining, utilizing the at least one server, that at least one expected client response from the at least one client to the at least one first state will be at least one of a finite set of possible client responses; generating, utilizing the at least one server, at least one additional state of the video game utilizing at least one possible client response from the finite set of possible client responses prior to receiving the at least one expected client response from the at least one client, wherein said operation of generating further comprises: defining each of the finite set of possible client responses as potentially latency causing, wherein at least one possible client response being defined as potentially latency causing comprises a response requiring video frame encoding, or not potentially latency causing; and generating at least one state for each possible client response of the finite set of possible client responses defined as potentially latency causing utilizing the respective possible client response; and providing the at least one additional state from the at least one server to the at least one client, wherein said operation of providing the at least one additional state from the at least one server to the at least one client further comprises providing the at least one additional state from the at least one server to the at least one client prior to receiving the at least one expected client response. defining each of the finite set of possible client responses as potentially latency causing, wherein at least one possible client response being defined as potentially latency causing comprises a response requiring video frame encoding, or not potentially latency causing; and generating at least one state for each possible client response of the finite set of possible client responses defined as potentially latency causing utilizing the respective possible client response; and providing the at least one additional state from the at least one server to the at least one client, wherein said operation of providing the at least one additional state from the at least one server to the at least one client further comprises providing the at least one additional state from the at least one server to the at least one client prior to receiving the at least one expected client response.