Currently, I instantiate objects on the server and place them in the needed location via .CFrame = CFrame.new(), previously this worked absolutely fine, however once the new PGS was enabled it caused items to shake back and forth for a while when they are made.
This happens every time a new object is made, be it near players or far from them. I just simply clone an object from replicated storage and i CFrame it then parent it to work space.
[For place where it happens I will be happy to link it to staff via Direct Messages on the forum]
As mentioned before this started happening once the new PGS was enabled, though to make 100% certain it wasn’t something i was doing wrong i made sure the network owner is the server, i also removed it from the collision group it was in to make sure it wasn’t that, though nothing worked.
Note: this does NOT happen in studio play solo even though i have APS on, though it DOES happen in live servers.
Thanks! I looked into this. It’s not related to the new physics release as I can reproduce this problem with new physics disabled. Something else happened in the meantime
It’s a performance problem. So both engine and game side. It looks like the engine is slowing down because of so many characters. This slowdown deteriorates the quality of the physics simulation. What we are doing on our side is trying to improve physics simulation even with slow games. What you should investigate is reducing the number of characters on screen.
So the vibration issue itself is caused by interpolation bug caused by the server running slower than real-time (perf issues). We have someone working on this. Additionally I released something last week to reduce how often servers throttle (fall below real-time). I don’t think there is much you can do besides making sure that there isn’t too much physics load in your game.
However I expect this bug to away once the interpolation bug is fixed in the next few weeks.