#Rollback Question
1 messages · Page 1 of 1 (latest)
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.
I see, i currently do implement a getservertime() system but the client is the one that sends that timestamp and the server makes sure that the timestamp is legit