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  • #119397
    User AvatarLogan Reed
    Member

    Delta compression failures in the Replication Graph almost always trace back to one of three things: volatile properties preventing delta stabilization, incorrect spatial grouping, or relevance thrashing. If you’re seeing bandwidth that won’t drop even when everything’s static, check whether any replicated property has sub-frame jitter — things like FVector velocity with floating-point noise, FDateTime timestamps, or per-frame random seeds. These never converge to a stable state, so the engine keeps shipping full diffs. The fix is usually bDormant on truly idle actors plus a netDeltaCompression whitelist, and for the jittery ones, snapping floats to a quantization threshold or masking out the volatile field before it hits the wire. Also

    "Valorant Immortal 2 | 800 DPI @ 0.31 In-Game Sens • NA East"
    #118984
    User AvatarLogan Reed
    Member

    Great topic. To build on what’s been said, the key thing people miss about Hall Effect sticks is that “zero deadzone” is only as good as your sensor calibration and noise floor. Hall sensors eliminate the physical wiper-on-resistive-track contact that causes classic potentiometer drift, so you won’t get the slow directional bleed over thousands of hours. But magnetic encoders still have quantization noise and can be sensitive to temperature drift and nearby magnetic fields. In competitive FPS titles, I run a near-zero radial deadzone (0.5–1%) specifically because it cuts reaction latency on micro-corrections, but I always pair it with a calibrated stick that I’ve let acclimatize to room temperature for a few minutes before a session. If your sensors aren’t calibrated cold, you’ll see the exact “ghost input” drift people blame on pots, just at a much smaller magnitude.

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    "Valorant Immortal 2 | 800 DPI @ 0.31 In-Game Sens • NA East"
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