I think shooting ahead of moving targers with a sniper is more of a lag/hit box issue rather than an in game feature. Most games have "immidiate fire animation = on" - this means that pressing mouse triggers immidiate fire animation on your screen despite reality :
brain->mouse [0-500ms physical reaction time + depending on your reflex and current brain performance almost a full second]
computer->network interface[few ms]
network->server[ping value here]
server calculation[few ms]
server->network[ping value again]
network interface->your pc[few ms]
your pc -> screen [few ms]
Usually the whole HARDWARE process takes about 200-300ms with ping around 90.
This is the main reason of WTFOMFG in online shooter games as shooting on your screen doesnt mean you didnt get shot a few ms before and even more annoying you shot first and you got banged by your ping. Depending on game netcode/hitboxes the feeling is diffrent. CODMW2 is clearly more laggy then it appears to be. Sometimes my game counts a face hit with a shotgun but the person does't die but thats a game that I shouldnt mention here as there is no actual server. In BF2 I always prefired by almost a full cm of my screen in full scope with sniper rifle on running targets. RainbowSix Raven Shield had the ability of turning off immidiate fire animation and a lot of pro players (specially dutch with ultra low pings) played with it OFF but for me it was unplayable with my polish ping 90. Therefore I dont believe dice would add some wind correction or any other crap lag into an already not perfect laggy internet game expierience as the window for any changes closes down to a few ms ,which with all the lag factors I mentioned is hardly noticable.