I'm making an assassin type character for my game and it's complete, but... it's sort of.. janky. The projectiles work, but they visually hit the target before they actually do (only visually of course) and I wanted the projectiles to bounce off of walls but the timing was consistently off. I use task.wait and I barely use heartbeats, would I have to change every thing to heartbeats or is there something else that could be causing it?
#How do I make my game run smoother
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In computers, lag is delay (latency) between the action of the user (input) and the reaction of the server supporting the task, which has to be sent back to the client.
The player's ability to tolerate lag depends on the type of game being played. For instance, a strategy game or a turn-based game with a slow pace may have a high threshold or ev...
Yeah, but like, is there no workaround?
I've seen games like critical strike work with extremely accurate hitboxes and I don't understand how they function
roblox doesnt have proper prediction yet but it might someday https://en.wikipedia.org/wiki/Client-side_prediction https://developer.valvesoftware.com/wiki/Prediction
Client-side prediction is a network programming technique used in video games intended to conceal negative effects of high latency connections. The technique attempts to make the player's input feel more instantaneous while governing the player's actions on a remote server.
The process of client-side prediction refers to having the client locall...
most roblox games just ignore this problem and do everything on the server
that way when a projectile hits, the prediction won't be wrong. the drawback is you have some input delay
which is usually fine, it's good enough for tsb
well tsb usually uses explosions so it really doesnt matter but yeah that's true i guess
how would i do this though
im very new to scripting lol
i've searched some previous posts prior to making this one and i've seen people that just make projectiles completely client sided
wouldnt that cause even more delay or am i wrong
use remote events https://create.roblox.com/docs/scripting/events/remote
yeah
i already do
like
but like
yeah that is clientside prediction
well, part of it
remoteevents have some semblanse of input delay
the full pattern is really difficult to do correct, s4 tier even. not for beginners
i have 6 months of experience
yeah a bit but at least everything will look right
so like
how would i even explain this
you can hide lag or move where the lag happens but you cannot avoid it entirely
my "class" (lets just call it that) throws knives and they hit enemies and deal damage and the class works well but visually its just very unappealing because the knives just disappear like 5 studs before they hit the enemy because of lag and delay
i.e clientside prediction moves the lag to the impact, like if you got shot 3 frames ago and your client is 5 frames behind, and in those 2 frame difference you duck behind cover, you still get hit. that's usually more desirable than an input delay.
ohh
how would you
calculate that individually
** You are now Level 7! **
its called rollback netcode and is not something a beginner will be able to do
i see
so just use remotes
and accept/deal with the delay
alr
how: