Many games use a client-server model where the server is the authoritative. I’ve posted about this topic a couple times on this forum, but I probably went into the most depth on this discussion:
I went in depth on how to make a game feel responsive bar extreme latency.
Why those though? Ping data I can understand. A word of advice, if you ever need to send raw keyboard/mouse/controller input to the server, you are doing something terribly wrong.
I would try everything else before doing this. Why spam your server with continuously-changing user input? Unless you have a very specific use-case that requires authoritative checking by the server for each change, I would avoid this.
I try to avoid pinging the server unless I really have to. Again, I’m sure there are use-cases where a constant stream of info is necessary, and maybe that’s your case.
If you have to do it, try it out and do some benchmarking. I think you can simulate high latency in Studio.