Our “hot” proxy (score differential + temperature) may not capture psychological “clutch” variability. Additionally, data were drawn from only two sports; results may not generalize to rugby or hockey.
Games using rollback netcode (GGPO, or proprietary versions) store 8-15 frames of previous inputs. By round 3, the memory buffer is saturated. When a match goes to an "extra match" (round 3), the game often fails to flush the collision cache. The result: Your client thinks your fist is at X,Y coordinate, but the server says it is still at W,Z – leading to phantom collision .