This is an older example but DSP still has the exact same wrong opinions about input display.
He thinks the games just make shit up regarding user inputs online because he's stupid. He's said this multiple times since SF6 released, especially regarding
rollback netcode which, depending on the situation is either dropping inputs or creating phantom inputs which in either case is not how it works in the slightest. There is nothing you can do to prove DSP wrong because DSP is always right. Even if he has to invent entirely new realities, he will always win and you will always be a stupid toxic troll more ron, get it?
I don't want to say he's right, now before you get the pitchforks out, me saying he's not wrong comes with a heavy fucking exception/context. While Phil isn't wrong... he fails to understand basic Internet/Networking and why the netcode "inputting commands" is a good thing and not a bad thing. I'll also explain why he contradicts himself, but allow me to get this out of the way.
I'm gonna try to do this in a very quick Networking 101 case
So when it comes to computers talking to each other, there are two main protocols computers use; there is TCP (Transmission Control Protocol) and UDP (User Datagram Protocol). TCP is what a lot of The Internet uses for most things, as it's slower, but more reliable. Computers perform what's called a three-way handshake, confirm everything, and then whatever you're sending/downloading is sent. This is how email is sent, this is how file transfers happen, anything where integrity of the data is needed, this is what computers use. UDP on the other hand, forgoes the handshake and confirming the sending/receipt of data to do shit as fast as possible. It sacrifices reliability and data integrity for speed; and this is what online gaming uses as doing all those cool combos, 1-pixel headshots, and other shit, as you need speed to be fast and for best reaction possibilities.
Now why this is important, is that rollback netcode does its best to monitor the data as it flows, and if it detects a loss or dropped data packet, it checks what that player was doing the last time it had a packet, and fills whatever the player was doing in those blank spots it missed. So if you find yourself holding back and for some reason your connect drops some packets, the game will keep you holding back and ideally blocking during those dropped packets. This is why you get phantom KOs. The game has a "this is gonna hit," but then the netcode steps in and says "hold that" and stops the KO; despite the game still playing the KO announcement. It's not perfect, but it's a safety mechanism that most people prefer for hopefully well explained enough reasons.
Now where does Phil contradict himself; there's been rants where he cites he'd prefer slowdown over rollback. But when you listen to him bitch, what does he complain about; commands not coming out and lag. Guess what those are called regardless of what netcode you use; data loss, packet drop, etc etc. He doesn't hate Rollback because it's worse, he doesn't hate Rollback because he prefers slowdown/lag, he hates Rollback because a hundred years ago, the Cannon Brothers told him to eat a bag a dicks on SRK, and he's a bitch made nigga with alcohol burns in his brain.