## Why Steps 1-3 addressed the root causes of local controlled-player jitter: replay granularity (one-shot → fixed substeps), prediction cadence (Time.fixedDeltaTime → server cadence), and send interval oscillation (sign-toggle → dead-band hysteresis). Step 4 is a measurement and evaluation step to determine whether those fixes resolved the jitter or if further local visual correction refinement is warranted. ## What Changes This is a validation step, not a code change. The artifacts confirm the acceptance criteria through manual testing and diagnostics observation: - Run loopback test with steady turn-and-move input. - Observe correction magnitude diagnostics from MainUI (校正:pos差=X rot差=Y°) to verify corrections are small. - Observe acknowledged move tick to confirm input pipeline is healthy. - Do NOT modify remote player interpolation or introduce new local smoothing. - If jitter persists at meaningful magnitude after Steps 1-3, document residual error for Step 5 (regression coverage). ## Capabilities ### New Capabilities - (none — this is a measurement/validation step with no new spec requirements) ### Modified Capabilities - (none) ## Impact No code changes. This step validates whether Steps 1-3 achieved the acceptance criteria or whether additional local visual correction refinement is needed.