I wonder if lockstep networked games have a noticable tail of hardware bit-flip induced desync issues. It seems like any strict reproducibility requirement without recovery would be quite sensitive to this kind of issue in ways that most games are not.
@dotstdy in our project it's almost completely mitigated by utilizing fixed point math for everything.
This design was originally built for the Apple Macintosh, which initially totally lacked an FPU. It was a lot of work to port it to the present and get it as solid as it is now, but we have deterministic physics calculations (with limitations/caveats of course) on the big three computer OSs.
Check Avara out on my profile. We think it is one of the "fairest" games available to play over the internet right now... We are working on making it more accessible.