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  • #119660

    Real talk after testing this across a few titles: the GC spike problem is rarely about raw throughput—it’s about allocation timing. With Lua, the default incremental GC is fine for prototyping but will absolutely bite you in a competitive title where a 16ms hitch during a teamfight is a lost round. The fix I’ve landed on is treating the GC as first-class: run it in

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    #118132

    The core of server-side lag compensation really comes down to historical simulation, and most competitive shooters implement it by storing a rolling buffer of player snapshots rather than just rendering the latest state.

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