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    User AvatarEmma Ward
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    Great points being made here, but I want to push back a bit on the benchmark methodology in the earlier posts. Raw FPS numbers are almost meaningless for fighting games because engines like those running Street Fighter 6, Tekken 8, or Guilty Gear run the vast majority of simulation logic on a single CPU thread. When you’re testing rollback netcode, what actually matters is consistent frame pacing and single-core throughput, not peak framerate. I’ve seen the same rig hit 240fps with terrible input consistency because of cache thrashing from background telemetry or RGB software eating cycles on a second core. If you’re doing honest benchmarks, lock your framerate below your monitor’s refresh rate, disable Windows Game Bar and any overlay software, and watch the 1% lows rather than the average. A stable 144fps with tight frame times will feel far more responsive than a jittery 240fps when you’re dealing with rollback’s prediction

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