Does Battleground games have Faster Character Replication?

Hi guys, does Battleground games (The Strongest Battlegrounds, Jujutsu Shenanigans, etc…) have Faster Character Replication?

i was testing with 2 devices and i felt like the characters were responding faster than on other games, are there a custom replication system to make the characters replicate faster?

Compare:

  1. The Strongest Battlegrounds
  1. Jujutsu Shenanigans
  1. Simple obby game

Its the most noticable on Jujutsu Shenanigans, the character replicates almost instantly while on the simple obby game it takes more time to replicate. (Note that i have good ping so its harder to see)

Appreciate any answer!

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Most of the time, server ping is dependent on the first player to join I think. So it would probably just mean the obby game appeals to people far from your location, while battlegrounds games have more players that are closer to you.

Also you can press ctrl + f7 to see your ping.

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Yeah it’s quite common for these games to use systems that tweak how players are replicated. Some of the most known open source resources for this are:

@bossfighter3
@Xxforlife

I’ve compared The Strongest Battlegrounds once again with projectile throwing, to see why the projectile throwing is so accurate

Comparison:

Frame By Frame Breakdown:

On the Frame By Frame Breakdown, you can see that when i turn the character, its not turning instantly for other players.

On the left, the projectiles spawns accurately in front of the character,
while on the right side, it didn’t replicate the rotation yet and the projectile appears behind the character for a split of a second.

Based on that im certain that they do not use the Characters Server-Side CFrame to spawn the projectile accurately, it wouldn’t be so accurate doing that.

Here is what i think is happening:
When the throwing starts, the player starts sending rotation data (CFrame/Lookvector, etc…) to the server, and when the throwing reaches the point where the throw happens, it uses the Rotation that was sent by the client, doing so makes way more accurate than just getting the rotation on the server-side.

So that’s why the Projectile appears behind for a split of a second for other players

Let me know what you think!

Conclusion:
It’s not necessary to use custom replication,
It’s enough to replicate the direction the player is looking

Here is a recreation of an accurate aiming (with comparison):


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