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    User AvatarMarcus Hall
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    Here’s where most people get the pipeline wrong—client-side prediction and server reconciliation aren’t competing features, they’re a matched pair, and the hardware story only makes sense once you see them working together. Prediction lets your client simulate movement and firing locally so input feels sub-16ms instead of waiting for the round-trip to the server. But that local sim is only a guess, so once the authoritative state comes back, reconciliation re-simulates your input queue from the last confirmed server tick. Here’s the part nobody talks about: if the server rejects an input (say you fired through cover), it reverts your client back to that tick and re-applies every input that came after—this is the “rubber-band” or prediction error you feel when it goes wrong. The buffer window for this is typically tied directly to your ping: with 40ms RTT you

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