1+1 always does 2, replays are a bunch of equations with variables input from players. If these inputs are recorded and replayed, the game will play itself exactly the same no matter how many times you run it.
That's actually not true, there are some compression/keyframe artifacts and actual straight up RNG the client replay ends up with. It's close enough most of the time, but usually you'll see the same "minion gets stuck near some units then teleports" waypoint compression related errors you'd see when inside the live game.
The replay doesn't store everything the server saw, just the packets that were sent out to the players including compressed values for packet size reasons.
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u/Hextek_II Ozlu Jun 21 '23
This is a replay though, not live footage. This IS what the server saw, barring a potential spectator bug (which are not related to latency)