Earlier quoted context omitted.
Games that need to do dead reckoning and arrive at the same result on multiple computers either use fixed point or contain bugs. For example, almost every fighting game works this way. Early in the development of one fighting game I advised the lead developer to use integers for all parts of the game state, and he did not. Later, when testing the Switch port of the game, he was forced to switch to integers everywhere…
I've only done a small amount of game programming, but I can't for the life of me imagine why a dead reckoning approach would be necessary or preferable in the first place. Dead reckoning uses a series of time delta and velocity vector pairs to continuously determine the latest position, right? So in a multiplayer setting, the vector is received over the network and due to unpredictable latency, the time value has to…
If you can run the same simulation on two different machines using the same sequence of input states from all players and get different results, that's a bug. One way to get this kind of bug is for some parts of the internal state of the game to rely on floating point computations.