Details:
We don’t have any reproduction files but all the reports so far have been on Windows, happens across multiple different experiences. We’ve received reports in other experiences besides the two listed above but don’t have clips of it happening.
Both experiences have workspace.NextGenerationReplication not enabled. Both experiences have ImprovedPhysicsReplication set to Default/Enabled, we just set one to Disabled and plan to see if players stop reporting the issue.
We haven’t received any further reports in the game we set ImprovedPhysicsReplication to Disabled but it could be that players aren’t realizing their physics are desyncing/aren’t reporting the issue. It’s still occuring in Deepwoken and a few other experiences I work for as the property wasn’t touched, we’d prefer to not disable the new replication optimizations, especially if it’ll be unable to be disabled soon, any chance this could be looked into?
I’ve also seen a lot of players having this issue in a multitude of other games with fast paced combat or lots of character movement like dashing.
As OP said - turning off ImprovedPhysicsReplication & NextGenerationReplication fixed it but I noticed this happening in specific circumstances in live games prior to making these changes.
The difference between the games that have the issue & the game that does not have the issue is that Backstretch Battles & RoStock Racing are “server sided” cars & DIRT Freeplay is not.
Backstretch Battles & RoStock Racing use a simple script such as this to set all cars onto the server:
local seat = script.Parent
seat.Changed:Connect(function(prop)
if prop == "Occupant" then
seat:SetNetworkOwner(nil)
end
end)
We’ll only remove the “Disabled” option once we’ve fixed all the known issues, so please feel free to disable it as long as the issue you are experiencing is known to us.
Speaking of character desync, we’ve seen some reports about that. Some of them talks about the avatar desync, the other ones talk about avatar jitter, we aren’t too sure if they are the same issue or not.
If it’s happening prior to ImprovedPhysicsReplication, then it’s probably not related to it. However, it’s possible that ImprovedPhysicsReplication made it worse.
We have seen some reports about desync/jittering caused by network ownership changes, and we are working on something to fix it. I wonder if you can make a repro file for this car issue that we can test it locally?
I only saw this stuttering start up last night (although I hadn’t played anything over the weekend so uncertain about when this all started - at the least I didn’t see these issues last Thursday)
This file has the issues with the least amount of additional fluff. It’s just the singular setnetworkowner(nil) script that sets off the issues. physics replication issue repro.rbxl (365.5 KB)