I was referring to security aspect, which turned out to be related to article you linked. So yeah, keeping many thousands of objects in sync across network is a challenge. I don’t see however, any benefit from hacking game’s main loop to implement this idea. Making a loop update at a designated framerate(ie lock framerate to 60) won’t help, because network latency will desync clients anyways. Forcing engine to “wait” until every player is at the same simulation step won’t work either because replication works on actor/component level.
The way I see it, is just to derive from GameState and keep a simulation step counter there(not in engine). If step counter increases, all messages scheduled for this step should be executed, and new messgaes should be generated. Implementation details depend on your network type(p2p, or client-server), but all this can be achieved with replication and without messing with low-level code.