EVERY RULE, RUNTIME, & ROLLBACK ANSWERED.
Straight answers about our custom rollback networking, low-level physics determinism, modding sandbox constraints, and cross-platform inventory sync.
Updated for current build architectures and runtime targets.
How is 60 FPS deterministic physics guaranteed across varying client hardware?
We bypass IEEE floating-point unpredictability by running a strict 64-bit fixed-point math engine for all state evaluations, collision resolution, and projectile trajectories. Rendering interpolates smoothly across unbounded frame rates, but the simulation clock ticks at a locked 60 Hz interval regardless of display hardware.
Does offline play preserve character progression and unlocked skill branches?
Yes. Progression states are cryptographically signed to local hardware storage whenever a connection drops. Upon reconnecting to our regional gateways, signed delta trees validate without overwrite conflicts, maintaining your gear tiers, campaign progression, and tactical unlocks seamlessly.
What hardware benchmarks are needed for split-screen cooperative rendering?
Dual-viewport instances utilize our dynamic viewport cull pass. A standard 6-core processor paired with 4GB VRAM maintains steady 60 FPS output at 1080p by dynamically halving shadow cascades and offloading background geometry shaders per sub-frustum.
How many frames of rollback prediction are executed before snapping?
Our netcode handles up to 8 frames of speculative inputs (approx. 133ms of latency) without visual tearing. If peer desyncs exceed this window, our authoritative state reconciliation triggers a quick sub-frame state blend instead of an abrupt positional teleport.
Are private skirmishes hosted peer-to-peer or on dedicated servers?
By default, custom custom rooms spin up on ephemeral cloud server instances in your nearest region. If low ping topology allows, players can opt into direct peer mesh mode for zero-relay LAN tournaments.
What scripting languages are supported in the custom map sandbox?
Custom gameplay scenarios are authored using a sandboxed Lua 5.4 environment or visual node graphs. Unsafe OS calls and memory allocations are isolated inside a lightweight WebAssembly container to ensure safe mod sharing.
Can community-created assets be exported into competitive playlists?
Maps curated through our community verification pipeline undergo automated collision validation, memory profiling, and sightline testing before being certified for public competitive rotation pools.
Have an architectural edge-case?
Reach our developer triage line for custom builds and tournament setup inquiries.