Deterministic Networking

Dev’s have declined me on this once please show your support…they tried showing me an example with an RTS with only 10-20 units on the screen saying it already happens lol…the person who declined doesn’t know what exactly this means apparently!
https://feedback.unity3d.com/suggestions/fixed-point-math-library-or-deterministic-physics-1

EDIT:
in case you don’t know what this means…
Intel and AMD have different ways of processing floats but they aren’t the only 2 processors you could have some within the same company that get slightly different results on floats.
This is a problem because if you want to network 1000’s units on the screen and they use floats to move you will get different results based on what PC is being used…this is bad because you have to constantly update positions from a server causing a massive unnecessary load through the network. In fact updating transforms is probably the current biggest load there is! help stop this from being the case!

ulgh everyone keeps talking about darkrift the only person to successfully do this uses CCU’s which is absolute trash. “DPhysics”

the trick to writing deterministic game logic is to only use systems that are deterministic.

You have the means to make a deterministic RTS, you just need to get creative about it and weed out the non-deterministic parts that are giving you issues.

I’m not sure if this would help, and I’ve not really used it but, Photon TrueSync is a new product using lockstep and it’s own 2D/3D physics.