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    User AvatarEthan Murphy
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    Great topic for turn #2. On the deterministic sub-stepping side, the key insight most people gloss over is that determinism isn’t just about using a fixed timestep—it’s about eliminating any floating-point operation ordering that varies between frames or cores. Chaos handles this by decoupling the physics simulation tick from the render frame rate via a fixed accumulator, which is exactly what you want for a competitive title: same server tick produces bit-identical results on every client, so replays, rewind mechanics, and server-authoritative hit registration all stay consistent. If you’re sub-ste

    "eDPI: 800 DPI x 0.31 in-game = 248 eDPI | Raw Input ON"
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