Is it possibly to make a server client-sided?

Hello! I was wondering, as most of you probably know, in Studio, testing is done locally, completely solving ANY ping. Would it be possible to replicate this in the actual game client? If possible it would be great! And if not, if roblox could make servers with 1 person sizes local that would also be great!

This is not possible in an actual game environment. Roblox is made for multiplayer, even if you would limit the server size by 1.

1 Like

But if you wanted to make a single player game, it could be very useful!

That does not mean that it is possible in the current way Roblox works. Also, what do you need the slight boost in performance for?

1 Like

But it works perfectly fine in studio, so they must already have the system? Ping is just generally very annoying for all users! And having no gap in time between the server and client could be useful!

as @Brickman808 said, I don’t think this is possible in a actual game.

1 Like

Hmm, I just don’t get why not though, if it works perfectly fine in studio, you’d think it would work fine in the actual client as well though?

This would involve Roblox needing to send server script bytecode to the client, resulting in this being vulnerable. At that point, just ditch server scripts and opt for a LocalScript-only game…? It’s obviously not as easy as this, otherwise Roblox would have already done it.

4 Likes

I agree. The current implementation of the server-client model is much more secure than allowing the client to handle everything.

Didn’t think about the hacking, you’re right. Although, I was just thinking copy the current studio one, but you are right, the risk of hacking is to big.