Server Authoritative movement keeps having mispredictions on 0 ping

  1. What do you want to achieve?
    I wanted to make an engine similar to this game: Tremor-Ring - Roblox.

  2. What is the issue?
    The engine works, but it the simulation keeps thinking there is a misprediction happening. Whenever I bunny hop or move around a cylinder, my output is clogged with mispredictions. This does not happen in Tremor Ring, and I have no idea what the problem is.

The modules that might be making these mispredictions happen so frequently:

  • game.ReplicatedFirst.Client.ClientSimulation

  • game.ServerScriptService.Server.ServerSimulation

  • game.ReplicatedStorage.Shared.Utility.DeltaTable (Unlikely)

  • game.ReplicatedStorage.Shared.Simulation.Packets (Very Unlikely)

Some notes:

  • Whenever a misprediction happen the performance drops from 0.0004331999998612446 to 0.00501710000003186.
  1. What solutions have you tried so far?
    I’ve compared ClientSimulation and ServerSimulation several times, but I couldn’t find the mistake. Please help, I’m really desperate. I’ve been stuck on this problem for weeks.

My Engine:

This is expected when running on an unfixed simulation rate. If you want little mispredictions just go into ServerModule and change the fpsMode in config

Mispredicts were made just for this so there really is no problem