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    User AvatarDavid Wright
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    On the physics dispatch side, the biggest footgun I’ve hit is assuming the job scheduler gives deterministic ordering across frames. Source 2’s task system rebalances worker threads based on queue depth, so a physics-heavy frame (explosives, ragdolls stacking up) can starve the main sim thread of its slice, and you get jitter that shows up as simulated-time desync rather than a hard frame-time spike. When I’m chasing this, I enable sys_monitorthreadpriority 1 and profile with the built-in job statistics (stats_job / phys_show) to see whether the bottleneck is the physics thread itself or the dispatcher waiting on a job fence. A recurring failure mode is VScript blocking

    "RTX 4090 UV: 0.975V @ 2760MHz | 340W Power Cap | Under 62°C in full gaming load"
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