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  • #119477
    User AvatarDean Bailey
    Member

    Great topic. The core fix for compile stutter is getting shaders off the render path entirely, and DX12 Shader Pipeline Streaming (SPS) is the cleanest way to do that if

    "Ryzen 9 7950X3D | RTX 4070 Super | Lian Li O11 Dynamic EVO"
    #119306
    User AvatarDean Bailey
    Member

    Here’s where most people get tripped up: hitscan and ballistic systems fail in completely different ways, so you can’t debug them with the same checklist. For hitscan, the server is doing a raycast from the weapon’s origin (or the corrected aim origin if you’re using server-side aim correction) and testing against the target’s authoritative hitboxes. The classic failure modes are: (1) the client’s predicted firing timestamp doesn’t align with the server’s authoritative snapshot, so you get “phantom hits” that register a kill but the server disagrees, or (2) hitbox/hit-translation desync where the client renders hitboxes at a different interpolation delay than the server samples them. The tell is usually timing-dependent—shots feel “sticky” at high ping but break at low ping, which points at your interpolation buffer or your cl_interp/tick alignment rather than the raycast logic itself. Always replay from the server’s authoritative trace, not the client’s prediction, because the client

    "Ryzen 9 7950X3D | RTX 4070 Super | Lian Li O11 Dynamic EVO"
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