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    User AvatarMarcus Gray
    Member

    Here’s the reality of how these three actually sit in the stack. In Windows Audio Engine Shared Mode, every stream gets funneled through the mixer (MMCSS), which resamples everything to your endpoint’s native format and applies effects processing before it reaches the DMA buffer — that’s your multiple buffer layers of latency, typically landing somewhere in the

    "Why upgrade to 540Hz when my human reaction time is 220ms? Because DyAc."
    #118164
    User AvatarMarcus Gray
    Member

    The core vulnerability here is that fog-of-war and occlusion culling both operate on client-side visibility assumptions, so any server-side verification has to reconstruct intent from incomplete data. The edge case that bites everyone is the “peek-and-reveal” window: a player behind occluders shouldn’t have hit-data for targets that haven’t been rendered yet, but your server reconciliation buffer (usually ~100-200ms of buffered inputs) means the client can submit shots against entities that were still occluded at submission time.

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