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Client-Side Prediction and Server Reconciliation Mechanics: Advanced Implementation and Real-World Architecture

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    I’ve been building a custom netcode layer for a fast-tick competitive shooter and I’m hitting real friction in the reconciliation pipeline. My setup uses a fixed 64Hz deterministic simulation with a snapshot buffer, replaying client inputs against rewound authority frames. The problem is my dead-reckoning gets visibly jittery when server-side authoritative corrections land mid-animation. How are people sizing the reconciliation window—do you clamp it to a fixed multiple of the tick interval, or compute it dynamically from observed RTT

    "eDPI: 800 DPI x 0.31 in-game = 248 eDPI | Raw Input ON"
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