Roblox has introduced advanced network simulation tools in Studio, allowing developers to test games under various conditions like latency and packet loss. This feature helps identify issues with server authority and unreliable events to ensure a smoother player experience globally.
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This is absolutely fantastic and is something I’ve desperately needed for years!
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This is huge news Roblox, thank you bro
goodbye_clumsy 1484×1005 112 KB
Great update, plan on using this to debug issues when streaming in areas. Thank you!
That is great! It was always something that was harder to test. Can’t wait to use it to reproduce realistic scenarios in studio
Actually such a fire update, whoever in the team cooked this up, props to you
Great update, had some issues previously with debugging server authoritative movement, this will definitely help.
And here I was, discovering that Incoming Replication Lag existed only a few days ago, definitely a great update.
Quite an awesome sauce update, good job Roblok. On another note! Does this update include having the :GetNetworkPing() method be accurate based on the configured Network settings in Studio? At the moment it always returns 0.
I can finally test the frustrations little billy reports. LETS GOOO Screenshot_20260602_181813_Brave 1920×1310 66.8 KB
Actually really good, considering new bugs have appeared in a game I’ve been working on, because of the network receive being all over the place? Is it just me? When I ask around in games about the horrible network lag, it’s not just me? idk. I run sober on linux
mobsterlobster: Pro Tip: You can also toggle these settings via scripts during a test session using the NetworkSettings class, making it easy to automate stress tests! image 408×407 36.3 KB
this is really fire gng
Absolutely incredible new features, really excited to see bandwidth simulation coming in the future as well!
So many bugs are now within reach
Perfect timing, really needed this LOL.
mobsterlobster: To mitigate this, you can implement backward reconciliation (server-side rewind) by having the server keep a history of player positions and “rewinding” the hitbox to where the target was when the action actually occurred on the player’s screen. This ensures hit registration feels fa
There’s a resource which should provide a decent example of what they are talking about: RollbackHitbox - Server-authoritative lag compensation for Roblox shooters [Open Source] Community Resources Most shooter projects on Roblox fall into one of two traps: they either trust the client entirely (exp

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