Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
HypersomniaNewsFixed deep netcode bug
Game update

Fixed deep netcode bug

Hypersomnia · published 20 Jul 2025, 18:59 UTC · build 19292700

All newsPlayers around this dateRead on Steam

Player was sometimes teleported, or getting randomly killed by bots even though it still walked on the screen. The footstep smokes were there but no bot was visible.

Technical:

- This was because of the decorative organisms (e.g. fish on `de_cyberaqua`) mistakenly using the same RNG as the simulation logic.
- Normally when state desyncs, it is detected by the client - a state hash that differs from the server's is seen and a resync from the server is requested.
- Not this time - this bug was apparent on the predicted game world which only exists on the client.
- When the client is alone on the server, their predicted game world is usually spot on and might never get corrected for a long time until a random spike in lag (latency affects which simulation step your inputs might get applied to, so the **more stable your connection was, the more often this happened** as the predicted world was corrected more rarely).
- However if that predicted game world has a different advance logic, the predicted and the referential server world might start diverging exponentially.
- This is what happened here - within the predicted world, I purposely disable simulating fish to save processing time, assuming that will not break determinism of the rest of the simulation, but I haven't realized the fish are using the same RNG as the logic. Fish requesting next random values from the RNG causes the next requests to be different for the other simulation logic later down the road.

More from Hypersomnia

Other announcements

All news
In-game event27 Oct 2025Illuminated muzzle flashes, simplified recoil - now easy to learn![1.6.1] - 2025-10-26 · Every gunshot will spawn a legitimate light source for a split-second that casts shadows - this completely changes the feeling of every shot. If you dislike this, you can configure it from Settings -> Graphics -> Muzzle flash intensity. · Recoil is now predictable and only goes up instead of sometimes down and up - so you can now easily learn it! Minor fixes: · Bots won't…Game update23 Aug 2025Relay servers to finally work around all routers.Now you can play on your friends' servers no matter how strict are their routers. There are now two TURN servers, one in Warsaw and one in Central US, that will be used as fallback if NAT cannot be traversed.Game update10 Aug 2025Overhauled the main menu for better presentation.New background, sorted out the ugly-ass buttons for socials. Also changed the font from Liberation-Sans to Ubuntu-Regular. Linux players will feel at home!