@lilbilly50I'd say it is annoying for me because if I do something that almost always works for me in Solos (regarding the timing), ends in an INT or a tackle where the defender is 5+ yards aways in H2H. at first I thought it is just because my lineup is not as good as that of my opponent (or I'm just not good enough) since the lags are not like 'stop&go' (i.e. they are not easily visible). it is more the CPUs reaction time, i.e. when I press a button, how long does it take to see the result. but this 'lags' are there in the play calling menu too, when doing pre-play adjustments... etc.
it is really a pity, because it makes it completely unpredictable what happens in close situations. e.g. when I play against a guy who just uses Cover 1 Man Coverage and I try e.g. to throw the ball when my WR makes the cut of his route (or curl or double move or whatever), I have to press the button before I know whether he is able to separate himself from his DB. it is very likely that the DB made the cut even faster and is able to easily intercept the ball ... sometimes I see the same the other way round. if I can easily intercept the ball multiple times and my opponent seems to face even worse latency.
since in MUT most players who have a high OVR lineup just make use of WRs but also DBs with maximum speed, it is almost impossible to beat them if you almost ever have to guess whether the WR's cut was successful or not. it might work for 4-5 plays on a drive but if you are only able to gain little yards, it is really difficult to score. even more since I restrict my lineup to my theme team. so far I have only Randy Moss who has maximum speed....
I do not have too many problems beating teams with lower OVRs since I can beat them with speed on passing routes, or using some run plays in between. but it is no fun either since this match-up is just unfair for my opponent. it is so rarely the case that I face a team with a similar OVR, similar human skills and an interesting play calling (from my opponent) that allows me to enjoy the strategic aspect of the game. in most cases, it is somehow exploiting the advantages of the respective match-up, and the game is most likely over before it began ...
to add: I'm convinced it is not a PC issue only. I've watched some games from competitive tournaments during covid lockdowns where the competing players played at home (and not in EA's studios). I've recognised very similar issues (compared to what I continuously see in my games) in some of those games....