> because floating point math differs slightly between different processors.
I don't know why you keep saying this. If I compile a program which uses floating point for (say) x64, it will produce the same results on every machine. Can you give any example where the same executable will produce different results on different machines?Now, you may get different answers on ARM, or 32-bit, but almost no games (I'm having trouble thinking of any) try to do cross-CPU networking, so the (extremely) minor differences doesn't make any difference. Most games don't sync between users, they trust each user to run the game engine -- you can't afford to send the total state of the world to users, it would take far too much network traffic.
Can you point me to a physics engine which gives 100% repeatable results with tickless? I'm genuinely interested, I didn't know of any that claim they achieve that, the common ones (box2d, unity and havok for example) certainly don't.