log_9DA9D_microprofile_20260717-175635.zip (1.0 MB)
additional microprofiler dump missing from the linked MicroprofileHTML.zip (i’m the guy who recorded the videos)
i do have an uncapped framerate past 240fps, but seems like everyone encounters this issue regardless of frame rate, so i don’t think it’s that
it’s a bit hard to see in the video, but other assemblies like the tanks generally seem to replicate fine regardless of distance, it’s just these dang player characters
additionally, when moving closer to the player characters, the issue does resolve and player characters seem to replicate at an acceptable rate (until you move farther away again, then they become choppy), it makes me think it’s some sort of engine optimization
as for when this issue started, as far as i’m aware it’s been an issue for years at this point (not 100% sure on this, but i’ve been playing armored patrol for quite a while and i do remember it being annoying to hit my shots, but i just thought the player was lagging or something)
also, not sure if the PM provided a place file, but the scripts that set up that “C0/C1 animation” talked about in the initial post are going to be “LsOrientC” (client-side) and “SsCharManagerB” (server-side, since C0/C1 do not replicate), we’ve also tried enabling/disabling “ImprovedPhysicsReplication” under the workspace, as well as switching to both adaptive timestepping and fixed via “PhysicsSteppingMethod”, adaptive timestepping reduced the server CPU usage a ton, but neither of those changes seem to have resolved the issue. let me know if the place file is needed, some of these microprofiler dumps may be before the time i enabled adaptive timestepping as well
potential duplicate of: Humanoid Replication Bottlenecking
EDIT: managed to re-pro it once in the place file by messing with the “Network Simulation” settings in studio, it may only happen if lots of vehicles are spawned in
basically just playtest using a server and 2 clients, mess with the network simulation settings to make some not-so-great conditions, try and spawn in a bunch of vehicles (can just open the dev console while playtesting the place file and run shared.physicsTest() a few times lol)
client 1 goes on red team (base around 0,0,0)
client 2 goes on blue team (a few thousand studs away from where client 1 is going to be)
on client 1, set workspace.CurrentCamera.CameraSubject to client 2’s character, then start moving on client 2, maybe spam equip and unequip tools and repeatedly press C while moving on client 2
ideally have 2 windows open side-by-side so you can see what client 1 sees, and control client 2 at the same time, in my re-pro, the animations like crouching and rifle aiming were visible, but client 2 remained stuck in the same place despite the animations and other network traffic evidently working just fine, exactly as the potential duplicate post and video show
it is difficult to re-pro though, it seems quite hit or miss…
another edit: tried disabling ImprovedPhysicsReplication, i seem to be noticing some of this “teleporting” on the vehicles now as well (i don’t believe i noticed this before with it on, it was just the players)
to be fair, when i noticed this vehicle issue, i was also in a distant server, so my ping wasn’t that great, i’ll turn ImprovedPhysicsReplication back on to see if the vehicles still “teleport” a bit
edit: yes, i do think ImprovedPhysicsReplication reduces/stops the vehicle “teleporting” i noticed while playing yesterday, player teleporting is still an issue regardless of what i set that at