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    The core tension here is that root motion and server-kinematic validation are fundamentally fighting each other unless you handle the reconciliation properly. When you bake movement into the animation clips, the client’s predicted position is driven by the animator, but the server is independently integrating velocity from the input commands. If those two don’t snap back to the same transform every tick, you get the classic root-motion rubber-banding that kills competitive feel—the server corrects your position by a few centimeters on every movement input, which reads as a stutter even when the netcode numbers look fine. The clean solution most competitive titles use is to treat root motion as purely cosmetic for the visual side while the actual position/velocity is authored in code and fed to the server; you keep the animation fidelity but decouple it from the authoritative physics. For state machines specifically, make sure your transition blend trees are evaluated on the client’s predicted tick, not the last received server tick, or you’ll see the foot-placement animations lag behind the corrected hit position on higher ping.

    On the hardware side, what people under-rate

    Main Rig:
    "– Ryzen 7 7800X3D cooled by DeepCool LT720"
    "– RTX 4090 24GB"
    "– 2TB Samsung 990 Pro"
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