I believe the behaviour of ping has changed in Studio, or something quirky is going on on my end, but I’m going to post this anyway. Previously, adjusting the incoming replication lag in Studio would directly affect the network ping and display it, e.g., 0.05 ≈ 50–100
ping.
If the replication delay is set to 0, previously, at 0 ping, the server and client were in sync perfectly. Now, the server always lags behind in Studio whether 0 ping or not and you can no longer see any ping number in Studio; it ALWAYS displays 0.
A video below for more detail
Expected Behaviour: At 0 ping, the server and client should be perfectly in sync, and changes to replication delay should directly affect the ping display.
Performance stats were recently changed to display the isolated Network Ping instead of Data Ping in version 699.
Changes the source of “Ping” in the Performance Stats UI to match Player:GetNetworkPing(), which better represents current network conditions.
Network Ping displaying 0 in Studio is accurate in this situation, as the isolated network latency without any data processing is zero (as it’s running on your machine).
Whether it “better represents current network conditions” is questionable, but it is technically correct.