Dividing servers by ping

Hello Dev Forum Members,

So I just kind of thought of this and I am now looking more into it. And what I thought of is dividing players into servers based on ping (unless they are joining a friend)

This is just to kind of keep people with bad ping and a lot of latency from affecting those without bad latency. My only concern with this is ratings. Would this cause people in bad servers to negatively rate the game?

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La-la-la-lag


Internet latency is horrible to the experience of both the player and everyone else, but also hardware latencies(processors too slow or not enough RAM).

Difference?
One type of lag does not affect frame rate, but usually results in something close to lagswitch.
Other type of lag involves lower FPS, which makes the rendering very choppy and hard to see what’s going on in the game.

I don’t know if it’s based on distance between server and the client’s hardware. I barely see any difference despite them living across the world.

Depending on the audience. We don’t really know if they are going to impact the ratings.

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I know its just really complicated to deal with. I want to make more packed games with more packed experiences for the players, and I know its frustrating to deal with that one player who is literally “teleporting”

More specifically this:

One type of lag does not affect frame rate, but usually results in something close to lagswitch .

And this just seems like an easy simply solution, just seperate faster players and slower players.

In that case, it seems like you’re putting up some unintentional lagswitch battles between players who has really bad ping.

However, there are some bad case scenarios where one player can have excellent ping first, then degrade over time due to the household’s capacity of connections. Therefore, it might not work as exactly intended if their ping shifts due to an uncontrollable factor.

Then, we have the auto-disconnection from Roblox in case their internet connection goes beyond bad.

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Oh right… I didn’t even think about the fact pings can drastically change. Thanks I will not be using this method.

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