I’m looking for a way to detect fast flags using code. Specifically, the one called “DFIntS2PhysicsSenderRate”.
It’s slowly starting to become an issue in my game, as the gameplay is almost completely reliant on Roblox’s physics system. I believe some of the players are taking advantage of this by boosting the “DFIntS2PhysicsSenderRate” to win over the ownership of the puck quicker than the other players.
Some of the other players have sent in complaints. Here is an example of a player they claim may be using FFlags for an advantage:

You can see around the end of the clip, the player in the black jersey is not that close to the puck when he gains control of it.
What I would like to be accomplished is some sort of system where if a player uses a specific FFlag like “DFIntS2PhysicsSenderRate” it informs the entire server. That way, other players aren’t as confused to who actually been using FFlags as an advantage with the physics engine.
I’ve looked into the Roblox Documentation on FFlags and there was “IsUserFeatureEnabled”.
if UserSettings():IsUserFeatureEnabled("UserNoCameraClickToMove") then
print("'ClickToMove' should no longer be loaded from the CameraScript!")
else
print("'ClickToMove' is still loaded from the CameraScript!")
end
That one only tracks specific FFlags that have “User” in the name, so not that helpful in my case…
There is also one called “GetFVariable” which returns true if the FFlag exists on the client.
local success, result = pcall(function()
return settings():GetFVariable("DFIntS2PhysicsSenderRate")
end)
if success then
print("DFIntS2PhysicsSenderRate is set to: " .. tostring(result))
else
print("Failed to retrieve DFIntS2PhysicsSenderRate.")
end
The issue is it’s on the client. A player could easily manipulate the script to make it appear false when it returns to the server and/or block the script completely.
The final idea I have left is to track movement patterns of players. The first way I am thinking is maybe track the “HumanoidRootPart” position of players and use tick to determine a player’s original position versus their new position’s magnitude. Then I’ll have to find some sort of math formula to calculate an inappropriate rate that might suggest the player was using the “DFIntS2PhysicsSenderRate” FFlag. This one I feel like might have some ground to stand on. Definitely going to be looking further into this one.
If anyone has any other ideas, recommendations, tips, tricks, questions, or concerns on how I could code a system tricky subject, just let me know below. I’ll keep everyone posted if I figure anything out. Thanks for reading!