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Lag Compensation Algorithms and Historical Hitbox Rewind: Edge Cases, Failure Modes, and Root-Cause Debugging

ホーム › Forums › Street Fighter II Turbo › Lag Compensation Algorithms and Historical Hitbox Rewind: Edge Cases, Failure Modes, and Root-Cause Debugging

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    I’ve been stress-testing lag compensation on our tournament rig and keep hitting inconsistent hit registration during the interpolation window, so I want to dig into how you’re all handling historical hitbox rewind. When the server replays the client’s snapshot, are you doing a single raycast against the rewound skeleton at the input tick, or are you sampling multiple frames to account for movement during the delay? And more importantly, how are you resolving ghost hits when the target’s position in the ring buffer doesn’t perfectly align with where their hitboxes actually were at the shot’s timestamp?

    On the bottleneck side, I’m seeing frame-time spikes when the ring buffer overflows during rapid state updates—have you found a clean way to cap buffer size without introducing rubberbanding? I’m also curious about edge cases where the raycast intersects a hitbox that was valid at recording time but moved out of the query cone by render time. Do you apply a tolerance cone or just snap strictly to the stored transform? Anybody running custom anti-tunneling logic who wants to compare notes on root-cause debugging?

    🎙️ Shure SM7B + Cloudlifter CL-1 + Elgato Cam Link 4K (Sony ZV-E10)
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