Player:GetNetworkPing() does not account for studios 'incoming replication lag' setting

If I go in studio, press Studio settings > Network and set: Incoming replication lag = 1
then everything from the server is emulating a 1s lag.

Except the function GetNetworkPing, which returns 0.001s.
Test code:

print(game.Players.LocalPlayer:GetNetworkPing())

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Thanks for the report! I filed a ticket in our internal database.

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Hi @StonksMcHat ,

Thank you for your post here. The GetNetworkPing() API is meant to return the isolated network latency between the Client/Studio and Server. This represents network latency before any data processing, or real/artificial replication lag. So it is the intention that the API returns .001s in your case, whithout the additional 1s emulated lag.

For more information on this API, please see:

Thank you!!
PlumJar

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