How does rollback handle cross-platform desyncs during split-second parries?
Our custom physics simulation operates strictly at a fixed 128Hz step independent of rendering frame-rate. Every player input is buffered through a rolling ring-buffer holding up to 14 frames of confirmed state. If a remote packet arrives out of order, the world rewinds exclusively the physics manifolds, solves collisions deterministically, and re-simulates forward before the next monitor refresh cycle. You never experience animation freezing or teleporting hitboxes.