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    The core distinction that trips people up is that hitscan and projectiles fail in fundamentally different ways, so your debugging approach needs to change per system. For hitscan, the vast majority of “my shot connected but didn’t register” complaints are actually interpolation artifacts, not server lies. The server is authoritative and casting its raycast off the last snapshot it received—typically 40-80ms behind your live render depending on your lerp buffer. So when you see an enemy dead-on-your-screen get a kill,

    [Rig: Ryzen 5 7600X & RTX 4090 24GB] • [Display: ASUS ROG PG27AQDM 240Hz OLED]
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