Quick answer: Rewind targets to the shooter's command timestamp minus their interpolation delay, using a per-entity history of hitbox positions stored each tick.
Lag compensation reconstructs where targets appeared on the shooter's screen at fire time. If the rewind time is off by the interpolation delay, the server checks hits against positions that differ from what the player aimed at.
How to fix it
1. Store a position history per entity
Each server tick, record every entity's hitbox transform with its timestamp in a circular buffer covering at least a few hundred milliseconds of history.
2. Rewind to the shooter's view time
Validate the shot at fireTime - shooterInterpolationDelay - shooterRTT/2, interpolating between the two nearest history samples to reconstruct the exact position the shooter saw.
3. Cap the rewind window
Clamp how far back you will rewind (e.g. one second) so high-latency or manipulated timestamps cannot let players shoot targets far in the past, which protects against abuse.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.