If you’re using Server Authority, time() becomes synced between client and server. If you want a frame number you can also do math.round(time() * 60)
Thank you! Looks like math.round(time() / deltaTime) gives the exact frame number.
60Hz is not an acceptable step frequency ceiling. This new API continues to ignore the existence of high refresh rates, regardless of whether it doesn’t entirely break in their presence.
The new API isn’t tied to rendering. It’s possible to interpolate between values on PreRender for a smooth experience.
Is the physics engine capped to 60Hz now rather than its previous maximum of 240Hz? That’s sad (although I understand if it’s for determinism across the absolute bottom-of-the-barrel, worst-tier devices in existence.)
No. Check the example projects to see how this behaves:
https://create.roblox.com/docs/projects/server-authority#example-projects
Hello, I’ve been trying to figure this out for a while, I tried many things and looked into the example projects but haven’t been able to figure it out. Do you know how somebody could interpolate the player’s position as an example on PreRender without constantly triggering mispredictions
I don’t like example projects, I prefer technical references.
If I’m working on something like a vehicle wheel, which performs raycasts to apply an impulse every step to simulate a spring, what do I do? If Stepped is not fired during resimulation, but BindToSimulation doesn’t fire frequently enough either, I’m just SOL?
Note that this type of vehicle wheel cannot use constraints because it has to apply an opposite force relative to the wheel against the ground, which constraints do not support.
Interpolate the instance on PreRender and reset its values on PreSimulation to the values previously used in BindToSimulation.
By the way I haven’t seen it announced anywhere yet but it seems like the Rollback and Mispredict events are out now
Thank you for the report, we’re looking into it!
Do you have a place file that reliably reproduces this issue for you? And you’re (reasonably) sure it wasn’t happening on previous versions?
Unfortunately I’ve been working with Server Authority in an actual experience, so I have nothing to share in terms of repro files. Feel free to message me directly if you’d like us to run diagnostics.
More info about the bug:
- Test sessions in Studio appear to either start out synced or desynced.
Step Offsetwas jumping between0-3when the desync was occurring, but the desync stopped once I spawned a different vehicle andStep Offsetsettled on-4(negative.)- Spawning additional vehicles reduces
Step Offsetby-4each time after this point, but produces no visible effects.
I’m reasonably confident that this issue only started occurring in the latest version. The issue first occurred immediately after restarting Studio for an update.
This issue is not new-I started experimenting with Server Authority a few weeks ago and it was present then too.
This never happened in my project prior to 717.


