The issues are 100% reproducible on a baseplate with server authority enabled. When using the new network settings at any significant degree of artificial latency, it causes constant desynchronization and rollbacks. The issue is specific to the new network settings as they do not occur under the older “IncomingReplicationLag” setting or using external network simulations such as Clumsy 0.3
Note that the issue is most noticeable when jumping
Expected behavior
The behavior of the new network simulation should NOT cause constant rollbacks, as IncomingReplicationLag does. It is worth noting that this is a bug which was NOT present during the initial release of the expanded network simulation settings in relation to server authority. Expanding Network Simulation in Studio
What Network Simulation Settings are you using that is causing constant rollback, but you expect to not cause rollbacks?
Note: We are tuning the netcode system to better handle poor network conditions, but highly variable latency conditions will cause your system to rollback and resimulation in order to stay synchronized with the server. This is normal and expected.
Since the thread has been marked as “needing more information” I’m going to coalesce everything into one message with some additional context and a summary.
These are the settings in which consistent rollbacks can be observed on.
I found the reason. FPS cap. Higher FPS cap = worse accuracy, I believe this is a bug.
Note that the issue is reproducible on a baseplate even though the video is in a unique experience
I’ve been running into this issue as well. I made a bug report for this in particular recently:
Any FPS higher than 60 results in increased mispredictions relative to the increase in FPS.
Also, I didn’t note it there because I discovered this recently and this is a more relevant bug report to note this in, the network simulation is very broken when you team test in studio. If I configure ping to be anywhere above ~30-50ms ping there is non stop mispredictions for all the players in the team test. Non stop as in just about every physics step. Problem gets worse on FPS higher than 60. In contrast, the issue is not present when in a server that produces naturally high ping.
I can second the issue with team testing, server authority feels very jittery in team testing, bordering on unplayable. Not as important because team testing isn’t that common but still an inconvenience for sure.
The behavior I showed in my video is still consistent as of version 732. In addition, the release notes for 732 did not mention anything regarding a fix for server authority.
Update for those who are suffering from this issue. The fix was posted as a pending update for 733, meaning it’s not live yet but will probably be soon