replays Just because they are server side , doesn ' t mean you see exactly what the server saw . etcThat ' s a very plausible explanation , thanks . Because you cannot reproduce the servers crazy angles of deflection in freeplay . I misunderstood you then , do you have any source for this ? How do you even prove something like this ? Repeatedly shooting at the crossbar ? It seems to me that you can only prove that it ' s not true , but absence of proof isn ' t proof of the contrary e . g . I don ' t believe in a god , but I can ' t prove there isn ' t any either . Actually , isn ' t there a hacked map thing where you can setup the training mode ball shooters ? Should be trivial to test using those . confusing clientserver disagreements and incorrect deflection logicI ' m not , I ' m only stating that there are potential other causes for the clientserver disagreements than mismatched algorithms . Basically it all comes down to how clientserver interacts . If you can prove the bounces can ' t happen in single player I ' ll agree it ' s a mismatching physics algorithm , but as a programmer myself I can ' t imagine copying and pasting a function name is that hard . If the algo ' s don ' t match it ' ll more likely be due to optimisation e . g . for reducing server load or clientserver communication volume , or a difference in hardware e . g . maybe angles are calculated serverside using 64 bit floating point numbers and are calculated clientside with 32 bit ones , causing small rounding errors that add up much faster than psyonix anticipated . Alternatively , the physics algorithms match but the clientserver communication is broken due to rounding or whatever .