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DevForum4 days ago

Upcoming Improvements to Physics Replication

Summary

Roblox is introducing an improved physics replication system that ensures eventual consistency to prevent data loss during packet drops. Developers can opt-in for early testing via Studio properties before the global rollout scheduled for June 15.

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DevForum
Neutral0 eng

What’s the goal / what do you have in mind for the note about physics-like data replication?

DevForum
Neutral0 eng

This topic was automatically opened after 10 minutes.

DevForum
Neutral0 eng

Im a bub this is an awesome update awesome awesome update

DevForum
Neutral0 eng

Sounds amazing, speaking of physics tho i wish the engine could render mesh collision better, because PreciseConvexDecomposition isn’t really accurate on most cases…

DevForum
Neutral0 eng

Khanovich: “Eventual consistency”, ensuring that updates are not lost due to packet drops So, if I have a elasticity sphere bouncing up and down and I create a MicroProfiler snapshot on the server, it will no longer stop randomly?

DevForum
Neutral0 eng

HealthyKarl: So, if I have a elasticity sphere bouncing up and down and I create a MicroProfiler snapshot on the server, it will no longer stop randomly? What you’re describing sounds like a performance hang that causes updates to not be sent. This will still happen. Eventual consistency simply mean

DevForum
Neutral0 eng

Khanovich: We’re continuing to refine how we test and roll out these updates so they stay invisible to creators Invisible? That’s a bit odd, isn’t it? That’s not what I meant… Heads Up: Upcoming Rollout of Improved Physics Replication! Ideally it should go in the regular announcements category.

DevForum
Neutral0 eng

Fliktem: Invisible? That’s a bit odd, isn’t it? That’s not what I meant… Bad wording (on my part), when we say “invisible” we mean tech changes that should not impact behavior do not actually change behavior and don’t bother developers. The fact that there were any bugs is the visibility that we’re

DevForum
Neutral0 eng

Right now Physics Data is the only thing optimized for synchronizing continuously changing Game State, because Physics Data for non-sleeping parts is almost always changing every frame. All other data, like the Color, Anchored Boolean, everything on the properties list is optimized for “Discrete” up

DevForum
Neutral0 eng

And here comes the doom posters that appear on every update. Go back to reddit </3

DevForum
Neutral0 eng

-- it’s not supposed to be accurate, just good enough while not frying your players’ devices. what meshes are you having issues with?

DevForum
Neutral0 eng

I’m having trouble finding Workspace.ImprovedPhysicsReplication in the Roblox Documentation . I found Workspace.PhysicsImprovedSleep which sounded similar, but it doesn’t exist under workspace in Studio.

DevForum
Neutral0 eng

We don’t have documentation for it because it has no behavior change. I go over what is happening under the hood in this other thread . Normally we would do this kind of rollout silently because its supposed to have no behavior changes, but if you read that thread you’ll notice we broke a few games.

DevForum
Neutral0 eng

good update can you now fix the rest of roblox please? i wanna be able to use this without worrying roblox is gonna randomly shut down

DevForum
Neutral0 eng

looks pretty good. previously, jumping and landing would almost always cause a resimulation and the same would be true for sudden velocity changes, even from things as simple as setting AssemblyLinearVelocity to 0 (this was very troubling when figuring out why landing would cause a resim). there are

DevForum
Neutral0 eng

Hi, I was wondering if there will be any method to opt out. Since I’ve built this server authority system, and for some reason, the new replication method, false flags, and I can’t seem to find a method to counter it. It happens only when I’m on wifi, not Ethernet, and on my MacBook, rather than my

DevForum
Neutral0 eng

edit: oh my goodness just look at the lack of rollbacks logs in the after video its so perfect Wait, sorry I’m confused. Are you saying this setting has impact for you in Server Authority games? Server Authority already uses a more advanced version of this tech by default. This setting should have n

DevForum
Neutral0 eng

With server authority enabled, the Default and Enabled options appear to work identically. They are presumably both activated. This behaves differently from before. In older builds, inconsistent physics between client and server would cause the character to jitter nonstop. AuthorityMode: Automatic A

DevForum
Neutral0 eng

C_LRH: In older builds, inconsistent physics between client and server would cause the character to jitter nonstop. A few days ago we enabled a fix to Humanoid Prediction/Resimulation that should have made them more consistent. It’s unrelated to this update. Is it possible that this is what you are