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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 次观看 • 2 个月前 •via X (Twitter)

31 条评论

Peter 的头像
Peter2 个月前

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 BindToSimulation was not originally made for that.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 的头像
gage2 个月前

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 的头像
Peter2 个月前

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

Peter 的头像
Peter2 个月前

Thanks to @Rawblocky for the place, nice guy 🤝

xskyflarex 的头像
xskyflarex2 个月前

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 的头像
Peter2 个月前

the API is to restricted to roblox change that sadly

Kohl 的头像
Kohl2 个月前

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

Peter 的头像
Peter2 个月前

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 的头像
skier2 个月前

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 的头像
spoukyii2 个月前

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 的头像
Peter2 个月前

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 的头像
Leviathan2 个月前

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

Peter 的头像
Peter2 个月前

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

Aviridis🥦RDC26 的头像
Aviridis🥦RDC262 个月前

Peter the goat

Peter 的头像
Peter2 个月前

Broccolini!!!

Aviridis🥦RDC26 的头像
Aviridis🥦RDC262 个月前

🫡ELLO

zyrkonix 的头像
zyrkonix2 个月前

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

Peter 的头像
Peter2 个月前

wdym prediction based

zyber(Comms Open) 的头像
zyber(Comms Open)2 个月前

rollback hmm

Peter 的头像
Peter2 个月前

yes, rollback

zyber(Comms Open) 的头像
zyber(Comms Open)2 个月前

never tried 😁

choco 的头像
choco2 个月前

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 的头像
Peter2 个月前

it's better to fr

Nux' 的头像
Nux'2 个月前

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 的头像
Peter2 个月前

eai nux

AlexRF 🥀 🇪🇸 的头像
AlexRF 🥀 🇪🇸2 个月前

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

sesocell 的头像
sesocell1 个月前

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

Peter 的头像
Peter1 个月前

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

Jedoti 的头像
Jedoti2 个月前

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

hi 的头像
hi2 个月前

a retard sped can bypass this

ioncantcode 的头像
ioncantcode2 个月前

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

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