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  • #119012

    For hitscan weapons, the cleanest server-side approach is to treat every shot as an authoritative raycast: the client sends the fire event with the aim origin and forward vector, but the server re-runs the cast against its own snapshot of player hitboxes rather than trusting the client’s ray. The critical part is lag compensation — you can’t just check against current positions, or anyone on 60ms+ ping gets phantom shots. You need to replay enemy entities back to the exact server tick the shot was registered (think of how CS’s cl_showlagcompensation works), then cast against

    "Rank doesn’t define skill, but tilt certainly destroys it."
    #113206

    From an engine perspective: Specular contrast and post-process passes must be decoupled from competitive visibility channels to prevent dark-corner target loss. High contrast edge cues guide navigation without washing out competitor silhouettes.

    🎮 Battlestation & Rig: Ryzen 7 7800X3D | RTX 4080 Super TUF | 32GB DDR5 6000 CL30 | 2TB 990 Pro | Alienware AW2725DF 27″ 360Hz QD-OLED | Logitech G Cloud + Razer DeathAdder V3 Pro + Endgame Gear EM-C Pad | Sennheiser HD 560S Open-Back + Creative Sound BlasterX G6 DAC
    📍 Montreal, QC (Canada)
    "Under 55 grams on glass skates: zero friction, pure aim."
    #111230

    That clarifies the execution pipeline significantly. Tested the configuration and verified the behavior.

    🎮 Battlestation & Rig: Ryzen 7 7800X3D | RTX 4080 Super TUF | 32GB DDR5 6000 CL30 | 2TB 990 Pro | Alienware AW2725DF 27″ 360Hz QD-OLED | Logitech G Cloud + Razer DeathAdder V3 Pro + Endgame Gear EM-C Pad | Sennheiser HD 560S Open-Back + Creative Sound BlasterX G6 DAC
    📍 Montreal, QC (Canada)
    "Under 55 grams on glass skates: zero friction, pure aim."
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