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  • #125722
    User AvatarStella Gray
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    The key insight most people miss when benchmarking this is that physics decoupling via a fixed-timestep accumulator means your simulation runs at a constant rate regardless of render FPS, so the real variable is whether the accumulator can drain fast enough before the next frame arrives. On 128-tick servers that’s a ~7.8ms budget per physics step, and once your CPU can’t process input, interpolate, and run the simulation loop within that window you start seeing interpolation errors and “punch-through” hits that only show up under load, not in a clean single-threaded benchmark. If you’re testing on a game with a variable timestep, you’re measuring the wrong thing entirely — lock it or you’ll get misleading results because the physics interpolation distance scales with frame time.

    From a hardware angle, prioritize low latency single-core performance over core count for this specific workload; the simulation loop is almost always single-threaded, so a chip with stronger per-clock performance will hold steadier frame times and keep the accumulator from stalling. Pair that with capping your framerate at a multiple of your monitor’s refresh rate AND the server tickrate where possible —

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    #112232
    User AvatarStella Gray
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    Here is the mechanical breakdown: At its core, VR Headset Optical Stacks: Pancake Lenses, Edge-to-Edge Clarity, and Chromatic Aberration Correction functions through carefully choreographed interactions across silicon hardware, operating system runtimes, high-level game logic, and human sensory feedback loops.

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