Been noticing hit registration and overall desync issues when there are multiple ultimates being used at one time.
Can only assume this happens because of an overbearing amount of collision checks causing packets to throttle to a point where the clients server snapshot gets slightly desynced as a result, i.e most likely some packet throttling going on.
Haven't noticed any rubberbanding from client prediction when this is happening though.
This is a fairly common issue on games like quake,cs etc as well, when running with 64-128 players running at 60-72 tick.
Can only assume this happens because of an overbearing amount of collision checks causing packets to throttle to a point where the clients server snapshot gets slightly desynced as a result, i.e most likely some packet throttling going on.
Haven't noticed any rubberbanding from client prediction when this is happening though.
This is a fairly common issue on games like quake,cs etc as well, when running with 64-128 players running at 60-72 tick.