Do I use :FireAllClients() to replicate a ragdoll/killeffect or just handle it on the server entirely? One thing I’ve noticed when doing it on the server is that there is some physics delay which is expected due to client > server delay
handle it on the server entirely
Is there a reason I have to do this?
I would not handle it on the server this is so stupid lmao.
Reasons:
- There is a delay on the server
- Cannot easily make a setting on the client to turn off ragdolls since its on the server
- Puts more stress on the server
Yes use fireallclients, then you can check if they have ragdolls enabled if you have settings and render it on the client, this will remove the delay and it will be smoother.
Do it on the server, if you use FireAllClients then every single client is doing an individual ragdoll physics calculation for every player. If you do it on the server every ragdoll will replicate once for everyone.
Only if your receive kbps is low (Bad internet connection)
Good point.
No, the clients will have more stress than the server.
Even the slightest delay looks bad, have you made a system on the server that dosen’t?
And you don’t want the stress on the server, if you do it on the server it still replicates to the client, meaning it harms the client and server, even though its only needed on the client. Same way you put server only needed assets into server stoarge so it dosen’t have to be replicated into the clients replicated storage.
Still kinda stuck on this… For the settings part, I have a folder specific to ragdolls so I can just use Instance.ChildAdded
to detect when ragdolls are created and delete them, Also the kill effects aren’t anything intensive, either just replacing your character with something or just a simple ragdoll.
An issue I’ve thought about with using FireAllClients() is that if the kill effect is a basic ragdoll, all clients wont have the same ragdoll position.
Have the ragdoll done on the server, and if there is additional effects after (e.g rivals kill effects) then do that on the client.
I guess that works, but almost every single large game with ragdolls does it on the client, its just better for all the reasons I mentioned above. You can also search more on the devforum, I know more ppl have talked abt it.