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    User AvatarNoah Ramirez
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    The core thing most implementations get wrong is treating the physics timestep as something you interpolate from the network tick rather than decoupling it entirely. If your server is running at 128 Hz but your physics solver is stepping off the render loop or a variable delta-time, you’ll get frame-dependent collision jitter that shows up as phantom wallbangs and inconsistent bullet impact registration—which is exactly the kind of thing that makes competitive

    Battlestation:
    "• Processor: Ryzen 7 7800X3D"
    "• Graphics: RTX 4070 Super"
    "• Memory: 32GB DDR5 6400MHz CL32"
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