Edit: Please ignore the visual discrepancy of rays between clients, it’s more severe here than usual but that’s actually normal due to a delay in ray data being sent to clients. Hits not landing however, is not normal.
SilentSwords: (Network diagnostics video visible)
Owen:
Note how he is aiming spot on on his camera, but is actually lagging about 20 studs behind. Needless to say he doesn’t land any shots. To reiterate. Rays are being cast CLIENT SIDE..
This discrepancy is quite obviously ludicrous, but I guess that’s beyond the point. I hope this helps fix the problem.
Also note the successful hit that comes from aiming 20 studs ahead of the target.
I mean if you need any more proof that it’s an interpolation-related bug; whenever Owen turns around in my video I have the slight chance of hitting him when his ‘shadow’ catches up with him. Other than that, no chance.
We also have problems with this at our game Deathrun 2. If you need any information, please ask. We will provide the necessary steps. (Basically it is the same as Original Post)
I haven’t heard anything about this from the admins. For those of you with games that were experiencing issues due to this, was the bug patched, or is it still at large?
If anyone is into network analysis, interpolation, prediction, and optimization (Actually I think it’s a good read for any developer, it isn’t long), I found the following document to be a great read. It’s by Valve and they explain the networking in their Source engine.
Am I missing something in OP? To me this just seems like a common networking problem and not a bug caused by ROBLOX, can anyone explain what is so weird about this?