Humanoid Replication Bottlenecking

For the upper part of a month, we have been experience humanoid bottlenecking during replication. The initial belief was that the games networking was recieving and sending too much data; which resulted in players having high ping, and therefor mimicking what would appear to be “lag spikes”. We have however deduced this as not being the case, and can confidently say this is no longer an issue with our games internal networking, but rather an issue with humanoid replication.

What we experience and see are users moving around and sending networking over RemoteEvents with near-perfection, and next to no delay, however we at the same time, see players freezing and their humanoid replication being “throttled” or “bottlenecked” , essentially making them freeze.

I will be experiencing the game as normal, the actions I send to the server will be registered, and I can see other users actions being registered as we would expect, however other users around me will proceed to freeze, and teleport around. As though everything was replicating properly, except with humanoids ‘lagging’ and ‘teleporting’

Important! While I may see players around me teleporting, others may not! It seems to be client-based. User A might be teleporting on my screen, but doing server actions such as ‘swinging’ perfectly fine. Where on another client, User A won’t be teleporting at all.

tldr: users actions and events are handled via remoteevents, with near perfection (think swinging or shooting a gun), however we will see other players rubber banding and teleporting; even though their actions are being registered and handled. The humanoid itself seems to be ‘lagging’ behind.

Expected behavior

I would expect that if our players actions are being registered and handled with near-perfection by the server, and our targets ping is stable, that they would appear to move fluidly on my client, however instead I see them teleporting.

Here are a few videos of what I mean:

Take note, that the users in this video have their animations replicating perfectly, alongside particles and other actions they are doing. Yet they are teleporting and being improperly replicated.

Also note, that the user may not appear to be teleporting on another individuals screen, but they may teleport on my own.



A private message is associated with this bug report

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Important Footnotes TLDR;

This issue seems to be client-based, what I see is not a accurate representation of what others may see.

This issue is most prominent in servers with a lot of players.

This issue is seperate from your traditional networking and rec/v etc… You will see others sending networking actions perfectly (Think swinging or particles); however their humanoid will ‘lag’ behind..

While I may see two users teleporting and ‘lagging’, while doing actions such as swinging perfectly, others may not. They may see them moving perfectly.

Game networking is optimal and we would not expect to see this, seems to be a seperate issue from game rec/v. We can be recieving less then <1kbs from our server, and still see this issue.

Once the issue starts, it doesn’t seem to end. However it doesn’t seem to start immediately.

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Hey there! This issue had been resolved privately in the direct messages – however it seems to have resurfaced within the past day or two. I’ve provided additional profiling and logs of the issue in my previous conversation with @asdfiji123 – and in the private message associated with this thread.

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did you enable ImprovedPhysicsReplication because that currently has a design flaw (bug) where you can’t set the radius of ReplicationFocus to be the entire map

try disabling it and see if it still happens

Nope, this was actually while it was disabled.

Having the same issue happening on another game: