Well, but that’s not what I’m really talking about here. Not that the server replay has is different than what you capture. I’m talking about your local client saved replay is doctored after the match for some reason or not storing only your local things. I know that the server replay may see things completely differently, that’s crystal clear to me as I’m a developer working on online multiplayer games myself.
Here’s a proof of client footage being different than stored replay, and I’m not talking about shot deviation, but whole “phantom” vehicle disappearing in the replay: https://www.reddit.com/r/Warthunder/comments/13q2iwz/local_replays_are_not_showing_what_you_actually/
I only captured it this time because I had the situation previously, and I wasn’t the only one seeing the phantom vehicle back then, my team also saw a phantom vehicle like this in one of the previous matches where I didn’t capture live footage. I also had discrepancies with local replay in the case of high-calibre aircraft guns, where I flew so close to the bomber trying to shoot it down with my P63A-5 while constantly missing it that I broke my propeller, while in the local replay it looks like I just missed all the shots by being too far and decided to crash down into the ground “just because”.
So first of all, the game is not really having the “server is the king” kind of network architecture as most modern multiplayer games, but even calling it hybrid-server-client architecture like iirc they are calling it, is a big stretch. From what I could see over the years the game is running peer-2-peer with dedicated server just collecting the simulation outcomes from both sides and deciding who’s right, and potentially doctoring the outcome.
Few years back I had one match in which something happened for like a minute, when everyone could move around and shoot, but no damage worked, chat didn’t work and noone scored anything, but we still could move around and shoot each other without any damage, until like 30 seconds before the match ended where it started working again. It pointed me towards figuring out how the network architecture may actually look like.
Getting back to discrepancies between server and client and other players - I’ve had few times a bombing run when my squad mate had cleared the interceptors off my tail to tell me I’m clear to bomb, while I was already shot down and crashing into the ground only to see my plane flying straight over the battlefield when I got back to my tank.
Because of the architecture like this, it’s good for people with bad network connection, and I actually have one squadron mate that says that war thunder is the only game that works smoothly on his radio connection, but it has consequences. For example you sometimes have this situation where you’re randomly stuck and don’t know why you can’t shoot or move already only to see the damage show up after a second or so when you actually get shot. Or you have situations where you peek out, shoot and come back to the cover, and when you’re already in the cover you’re scratched on the side and see a killcam with your whole tank being wide in the open. IMO this happens because on the other side the player has such high latency, his client requests the result of his shot so early that he’ll get it as soon as possible. While such architecture allows players on poor connection play smoothly, it’s still something that lets the game make it so that both sides loose when they need to for the sake of optimising retention by throttling the tasks.