Solo Test server will run at client FPS values instead of being capped at 60hz

In my game I register a server “tick” every 1/60 (60 TPS) and use this for stuff like lag compensation and character replication. However server sided RunService events (Heartbeat, Stepped, etc) run at whatever I have my client FPS set to (currently 240, hence" Written To: [TickNum]" is printing 4 times before the next tick is processed).

Processed Tick: [TickNumber] prints every 1/60 (every time I register a server tick, this is capped in code to attempt to run at 60hz). Written To: [TickNumber] prints every 1/240 (same as my client FPS set in the settings menu).
image

Expected behavior

I expect studio to attempt to simulate server updates at 60hz (same as live servers) regardless of my client FPS.

5 Likes

Looking for someone to check this out - thanks for the report!!

Hi,

Thank you for this report. In its current state, Play Solo is not capable of this by design as it was created to enable quick, rough iteration on game creation and it would take a significant amount of work to enable this.

Local testing will never be able to fully replicate testing on devices due to hardware differences.

We are considering other approaches to solve this.

Thank you!

1 Like