#Rollback Question

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ornate jewel
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For rollback is it better to use a client sent timestamp (workspace get server time) or predict the time sent with the current server time subtracted by player latency?

exotic phoenix
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Use server-synced time (like workspace:GetServerTimeNow()) because it’s consistent and the same for everyone, so the server can accurately compare actions across players; relying on a client-sent timestamp adjusted by predicted latency is unreliable since ping varies, can be inconsistent due to jitter, and can even be exploited, which leads to desync and incorrect rollback results.

ornate jewel