NetworkTimeSystem assumes no simulator

            if (driverType == TransportType.IPC)
            {
                //override this param with 0. The predicted target tick is the latest snapshot received + 1 (the next server tick)
                clientTickRate.TargetCommandSlack = 0;
                //these are 0 and we enforce that here
                ack.DeviationRTT = 0f;
                ack.EstimatedRTT = 1000f/tickRate.SimulationTickRate;
            }

From testing it seems this is causing issues. Assumes it is because command slack is not respected which cause packets to be received late to server.

Hey @Jawsarn can you give us more details on the issue and the conditions to repro it? Are you seeing cpu perf issues at the same time for example? What issues is it causing in your game?

I tried to reproduce it in an fresh project. But it might be related to CPU spikes. The issues one would see be misspredictions in that old commands would be used on server side. Will mark as resolved for now until I get a better repro case.