This is like saying “If anyone finds a bypass to Filtering Enabled it’ll be horrible”, the entire point is that is becomes impossible to have the Client tell the Server what to do, like what Filtering Enabled did by completely preventing Clients from arbitrarily replicating Instances and Properties to the Server. This should get rid of the remaining stragglers by eliminating the Network Ownership system and a few other places where Filtering Enabled was (intentionally) not respected.
We shall see my friend. Time will tell how good it will be. That was only my opinion at the end of the day nobody will know until it rolls out in 2025
I’m not sure how much I agree with the whole anti-exploit method since it could introduce things like rubber-banding which can quickly become very frustrating.
But I still support the feature of having full control over physics stepping.
Roblox’ engine doesn’t give enough control over things that actually make up some of the core parts of a game.
Besides, I really want to use physics stepping to create some client-sided slow-motion effects or for cut-scenes where things blow up and get destroyed in slow-mo.
All you need to do is secure packets (validate on server). Once you do that server authority becomes unbypassable with 0 false flags. This has been tried and tested in countless competitive games with no bypasses
Rubber banding is only a problem on high ping and if your game is competitive in any way, high ping is gonna be an issue regardless
Oh wow, I can’t believe I didn’t see this earlier. It was making me go insane to the point of trying to learn how 3D physics engines work and writing my own in Luau, about two years ago.