Recently (just today) I noticed a huge spike in the FPS output. My friend and I were both getting a workspace:GetRealPhysicsFPS() output of 600+. Was this intentional?
I just posted something about this as well
I don’t think it was intentional. It’s impossible to work with.
My anti-exploit is assuming everyone is speedhacking because of this…
As a temporary fix for these issues, you could just take a running average of the past 50 frames or so and check that. If there’s spikes in the physics FPS then it won’t instantly kick, but if they actually are speed hacking it’ll still respond within less than a second.
Roblox uncapping the FPS limit means that physics are now delta time based. FPS-based speedhacking doesn’t work anymore if this is really what"s happening, so you can all just disable those scripts that are using the physics fps to test speedhacks.
Any official word on how this change came to be?
I’m still seeing people using FPS speedhacking in my game and many others.
I’m still seeing people using FPS speedhacking in my game and many others.[/quote]
When you get these 600 FPS bursts do your physics go faster? If not then delta-based physics and uncapped FPS might only be active for certain people, which would be weird but it’s the best explanation I can come up with.
Highest FPS I got in a 30 second period was 60.1 FPS, how to get 600?
This issue was the result of an experimental optimization that was briefly enabled. We will be looking for solutions to the problems raised here before continuing.
Sorry for any inconvenience.