Heartbeat drift | dt summation desync

If I have a client, and a second client, player1 and player2 respectively,
on average, how much will their time vary
if they both start synced, and keep updated by locally added deltaTime of Heartbeat
for around 10 minutes? (600 seconds, 36000 frames)

code:

local syncrhonizedStartingTime = 10 -- assume this is equal on the clients when they start
local timeCounter = synchronizedStartingTime -- initialize the counter double

local RunService = game:GetService("RunService")

RunService.Heartbeat:Connect(function(dt)

  timeCounter+=dt

end) -- how much will this desync on average for two seperate systems within 10 minutes? e.g. "10^5s"

I don’t think much. I remember reading an article about how much do RTC drift and I heard that it took two computers to drift 1 Second in 1.5 days another computer took 5 days to drift 1 second. I highly doubt you need to worry. Unless someone has a dodgy RTC.

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