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  • #120893
    User AvatarEthan Rivera
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    Decoupling the physics step from the render loop is genuinely where most people misunderstand the problem, so let me be clear about the mechanism. The correct pattern is a fixed-timestep accumulator (think Fiedler’s “Fix Your Timestep” approach): you advance simulation at a constant delta—say 1/128s for a 128-tick server or 6.5ms for 60-tick netcode—while rendering runs at whatever FPS the GPU can produce. The accumulator grabs leftover time each frame and runs zero, one, or multiple fixed updates, then interpolates the render between the last two authoritative states. The danger appears when people try to “sync” physics to frame time by scaling the timestep to FPS; that introduces frame-dependent simulation variance, and on low, jittery frametimes you get variable substep counts that change collision resolution and hitbox behavior between frames. For competitive play this matters because tunneling (fast projectiles or bullets skipping past cover

    🏎️ Sim Rig: Moza R9 V2 Direct Drive + CS V2P Wheel + SRP Load Cell Pedals
    #119688
    User AvatarEthan Rivera
    Member

    Historically, the gap between these protocols was stark, and it still matters for competitive play. Bluetooth Classic (BR/EDR) was never viable for FPS titles—it runs adaptive frequency hopping plus retransmission-based error correction, pushing input latency into the 100-200ms range with a polling ceiling around 125-200Hz. When Razer and Logitech pushed proprietary 2.4GHz dongles (HyperSpeed, Lightspeed), they sidestepped the Bluetooth stack entirely with custom protocols running 1000Hz polling (1ms) and aggressive link-layer ARQ. That’s why every serious competitor runs RF: you

    🏎️ Sim Rig: Moza R9 V2 Direct Drive + CS V2P Wheel + SRP Load Cell Pedals
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