Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

I gave up from Server Authority. Insane tech, bad implementation. The API is not good, many limitations and it does not work well enough for real game purposes. I recommend to all devs to don't use Server Authority, make your own rollback/lag compensation. My arguments: ⬇️

21,655 görüntüleme • 2 ay önce •via X (Twitter)

31 Yorum

Peter profil fotoğrafı
Peter2 ay önce

The goal of Server Authority is to provide a fair experience to players even with different pings, so they use a well-known rollback architecture that AAA games like Rocket League or Street Fighter use. However, in the video shown I am playing in single player with my native avatar and the server is correcting me, which is what causes the teleport. The problem is that this should not happen, this correction should only occur if there were another player or the server that influenced things without the client having the information beforehand (like moving the avatar) But in the case I show, I am using my own avatar, without interference and I am getting rollbacks that result in several teleports. This is not a good experience for the player and according to the architecture, the correction should not occur by design because there was no interference. The bug is in the engine or in the system itself, and this feature was already released months ago. It is also worth mentioning regarding the API, I literally need to use attributes to get values with rollbacks (which were not made for that) I also need the same module to be required by the server and the client and it uses BindToSimulation, and all my changes within that scope will be recorded and can be corrected even if that was not my intention. BindToSimulation was not originally made for that. Also this feature was not designed to work with custom algorithms like a custom physics solver, because I would need to use attributes even though I would like my part/object to remain anchored (and anchoring means disabling rollback for that part) At the end of the day, besides the feature being difficult to use, it only works well with players <60ms ping, above that it causes many corrections/rollbacks. And all these problems can be avoided if the developer has their own rollback module instead of using the native one.

gage profil fotoğrafı
gage2 ay önce

I've actually tried it for my own game "Build a Base and Steal" when we first launched. It was causing so many issues and our stats were really bad. The moment I disabled it and converted it back, the stats all went up and the game picked up to 30k ccu. So yeah, too unstable

Peter profil fotoğrafı
Peter2 ay önce

Too unstable to don't even be able to use in any real game production.

Peter profil fotoğrafı
Peter2 ay önce

Thanks to @Rawblocky for the place, nice guy 🤝

xskyflarex profil fotoğrafı
xskyflarex2 ay önce

I'm making a game with it and I'm loving it, it does starts to get unstable/delayed at 200+ ping but with so many servers getting added at different locations I feel like it will be worth it continuing making my game in that system, could show others in the future if it holds up

Peter profil fotoğrafı
Peter2 ay önce

the API is to restricted to roblox change that sadly

Kohl profil fotoğrafı
Kohl2 ay önce

if you had feedback you wanted to give to them on how they should improve it, what would it be?

Peter profil fotoğrafı
Peter2 ay önce

i don't know how is their codebase situation right now, but I have 2 options: 1. if it's not an API limitation problem, fix the problems. It must be an engine bug This option will only work if while I'm playing at single player, it should have 0 rollbacks. it proves that server and client are working together and synchronized 2. rewrite from scratch and making low level API available which the developer knows why is the rollback happening and remove attributes and mainly BindToSimulation whick tracks the changes. The developer must needs to declare explicitly what will rollback, it will help a lot in debugging. it's sad to see that many games that worked with BindToSimulation or attributes will have to rewrite all scripts, it's literally works in a different way with Server Authority

skier profil fotoğrafı
skier2 ay önce

quitter lol. tbf the default roblox locomotion and collision system is pretty terrible with server authority (also dont get me started on new humanoid compatability), but it's basically flawless if you just write your own locomotion and collision system

spoukyii profil fotoğrafı
spoukyii2 ay önce

server authority is sosososo unstable, i'd love to make something w it but it seems like issue after issue appears that u cant control

Peter profil fotoğrafı
Peter2 ay önce

sadly, yes, it is unstable if even the roblox character has rollbacks when it shouldnt have, ur features will have i suffered about a week trying to work with Server Authority and when I tried with 150ms ping... there was many rollbacks

Leviathan profil fotoğrafı
Leviathan2 ay önce

I feel the same way, it needs serious maturing before I commit to it. Currently its just too much headache

Peter profil fotoğrafı
Peter2 ay önce

I'm fr making an rollback system right now. It's too much headache to use Server Authority

Aviridis🥦RDC26 profil fotoğrafı
Aviridis🥦RDC262 ay önce

Peter the goat

Peter profil fotoğrafı
Peter2 ay önce

Broccolini!!!

Aviridis🥦RDC26 profil fotoğrafı
Aviridis🥦RDC262 ay önce

🫡ELLO

zyrkonix profil fotoğrafı
zyrkonix2 ay önce

i don't understand why they didnt do like prediction based anticheat

Peter profil fotoğrafı
Peter2 ay önce

wdym prediction based

zyber(Comms Open) profil fotoğrafı
zyber(Comms Open)2 ay önce

rollback hmm

Peter profil fotoğrafı
Peter2 ay önce

yes, rollback

zyber(Comms Open) profil fotoğrafı
zyber(Comms Open)2 ay önce

never tried 😁

choco profil fotoğrafı
choco2 ay önce

i don't get how it mispredicts so much considering roblox's physics are quite deterministic, they announced they will be polishing it today at rdc though

Peter profil fotoğrafı
Peter2 ay önce

it's better to fr

Nux' profil fotoğrafı
Nux'2 ay önce

Server Authority is a good feature, but I don't think it will run smoothly anytime soon and to be honest, replication has always been a problem for me

Peter profil fotoğrafı
Peter2 ay önce

eai nux

AlexRF 🥀 🇪🇸 profil fotoğrafı
AlexRF 🥀 🇪🇸2 ay önce

Yo hice un juego de futbol con dicha tecnología y tuve que hacerlo para hacer mi propio lag compensation… tremenda basura

sesocell profil fotoğrafı
sesocell1 ay önce

Don't even touch to server authority if you are not making movement critical games

Peter profil fotoğrafı
Peter1 ay önce

Don't even touch to Server authority, never It's better to make your own

Jedoti profil fotoğrafı
Jedoti2 ay önce

If you say it i believe it, i dont care what it is

hi profil fotoğrafı
hi2 ay önce

a retard sped can bypass this

ioncantcode profil fotoğrafı
ioncantcode2 ay önce

A lot of this can be solved by dropping humanoids and character controllers and using vector forces for the movement/humanoidhipheight. Additionally its a good idea to create a custom camera controller so that your camera position is correctly used for the movement on server

Benzer Videolar