Using Verlet integration for client FX?

I was wondering if anyone has experimented with client-sided physics-based FX using Verlet integration. From an outside point of view, it is generally more deterministic, so it should in theory take longer for peer-to-peer desyncs to become noticeable. This would be great for physics-based debris with hitboxes, since debris only really needs to be in sync for a short while after it is created.

Now that I ask, it seems a little obvious that most games with lots of debris would do something like this (as client desync for FX is not generally noticeable)