64-bit integer instead of float in multiplayer games is a good idea?

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I was experiencing problems with float in booleans and mathematical events due to the float’s inaccuracy in the engine not reaching integer values, so I changed most of the variables and events to 64 bit integers but now I’m afraid that this can causes a burden on the server when passing the RPC between clients and server. I still haven’t noticed anything different using 64-bit integer instead of float.
Wich server are u using this, i can't understand, maybe i can help.
 
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I was experiencing problems with float in booleans and mathematical events due to the float’s inaccuracy in the engine not reaching integer values, so I changed most of the variables and events to 64 bit integers but now I’m afraid that this can causes a burden on the server when passing the RPC between clients and server. I still haven’t noticed anything different using 64-bit integer instead of float.
I've never used it, but I can't see any difference either.
 
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Use 64bit integer you should be fine don't worry about it
 
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Using 64-bit integers instead of floats can be a good idea in multiplayer games to avoid inaccuracy issues. However, it may cause a burden on the server when passing the Remote Procedure Call (RPC) between clients and servers.
 
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Both have their pros and cons, it really just depends on your specific configuration and hardware
 
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Using 64-bit integers instead of floats can be a good idea in multiplayer games to avoid inaccuracy issues. However, it may cause a burden on the server when passing the Remote Procedure Call (RPC) between clients and servers.
I agree, that's the most debilitating problem with integers. It's why I currently prefer using float
 
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Many games are on 64-bit
 
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