Client ball and server ball system laggy

while loops do NOT run faster than 60/240fps. Not even close. RenderStepped is when a singular frame passes on your roblox. 60 frames a second is the usual amount so that’s code running 60 times a second.

People with the framerate on 240 fps meaning 240 frames a second. Should’ve been self explanatory.

I mean, it will be descynced but I think many games will always have this stuff desynced all the time. Murder mystery 2 is a good example, on the murderer’s screen it will look like the knife has obviously been thrown and landed on the player but on the player who got killed it will look like the knife was way too far.

So yeah, use applyimpulse which will help.

Woah, man you’re quite Precise

I just tried using applyimpulse but after the first hit, the ball pattern is completely unpredictable. I’m not sure if there’s a way to “reset physics”, but I think that would help.

Maybe you need to replace the ball with a new one each time then. I think you’d know how to do it.

If that doesn’t work try using linear velocity possibly.