have you tried timing the amount manually with clock.os()? Like sending a remote function and timing how long it takes. I’m curious about the difference between those two numbers because GetNetworkPing() should work
If you’re testing locally, that’s going to happen because the packet never leaves your computer. If you run the game on the live server, you should get different results. As others have said, you can create a remote event where the server sends a request to the client and time how long it takes using os.clock(). You get the time when you send the request, and you get the time when you get a response. The difference between the two is the round trip time.
I tested on the live server using both the studio and live server. However, the value never changes even if I stay on the server for a long time. So, what is the purpose of GetNetworkPing? It seems to do nothing. I initially thought it was a built-in function to get player ping, like in the Roblox client settings (performance stats).
Thanks for your suggestion about using the os.clock method. Although I already mentioned the pinger module in my post, I will try using that method.