RECONSTRUCTED STEAM TIMING MODEL · CONTROLLED LAB

GunZ 3D antilead replay lab

36 nominal RTT levels, 10 jitter levels and six motion controls. 2,943,000 distinct shot events, with four reference/aim comparisons per event.

RTT: 0–350 ms in 10 ms steps. Jitter: 0–45 ms in 5 ms steps, measured as standard deviation in each direction. Jitter may push actual ping above 350 ms. These results describe an isolated reconstruction; they are not live Steam failure rates.

Route names are illustrative labels, not measurements of those connections. The fixture splits base RTT equally between directions.

GunZ 3D shot and victim reconstruction

Same shotgun spread. Two historical targets. Native per-pellet hit decisions.

Loading shot data…
The middle shot is selected initially. Changing grid controls retains its index.
GunZ 3D reconstruction lab

Fire the selected shot and watch the victim's client rewind before it judges the 12 pellets.

Preparing WebGL…
Reconstruction resultLoading native shot data…
A · shooter reference
B · victim reconstruction
Loading GunZ meshes and textures…

Single shot: A is frozen at the shooter-reference pose. After the recorded A→B delay, B moves from its present pose back to the historical pose its client judges. That rewind is animated over 650 ms for inspection; it is not a measured processing delay. Moving trace: characters interpolate between stored snapshots; rays flash only at each exact recorded pose. Per-pellet decisions are the lab's native results. Character animation illustrates the anchors; camera movement never changes a recorded shot.

Optional 2D angular diagnostic
Loading native shot records…
Hit both, same partShooter hit / victim missShooter miss / victim hitBoth hit, different partBoth miss

This is a real WebGL 3D firing lane with textured GunZ assets. Native collision shapes and stored lab hit decisions determine outcomes. Character mesh deformation and animation illustrate the anchors; they do not reproduce Steam skeletal history. The optional 2D view uses the same records.

Top-down geometry: true fixture origin, shared rays and the two body roots. Height is omitted here; jump and upper-anchor motion appear above.

Inspect all 12 pellet decisions and native coordinates
PelletShooter reference AVictim reconstruction BResult

Selected shot JSON

Contains native timestamps, anchors and all 12 hit decisions. You can inspect or copy the complete record here.

The displayed record is frozen to the selected shot.

Full grid

Click or tap a cell to select its RTT and jitter. On a phone, scroll the grid horizontally. The selectors above provide the same choices.

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Your three example RTTs

Uses the currently selected jitter, motion, reference and aim. Each example RTT has 20 seeds per jitter level.

ExampleRTT baseMeasured RTT, meanDifferent pellet countsTiming error¹

How to read this

Static evidence chart

Timing-error and pellet-count heatmaps over the full RTT and jitter grid

Data

Every aggregate group (CSV). Movement interval 20 ms; ping interval 250 ms; local history cap 200 samples. These intervals are test inputs.