What's the Way to Seamless PvP Client-Server Communication?

Hey there!
I had a small question about how PvP games are made, in spite of remote event Delay.

I’ve heard about checking collision on client, and then firing RemoteEvents, so that the attack by the client isn’t neglected by the server.
But this way could be exploited. A lot.

So, I’m just asking all experienced fighting game Devs out there. What do you do get that smooth PvP gameplay in your projects?
How are huge fighting games made without any damage or move delay (assuming low ping)? Drop your answers below :smiley:

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I would not be worried about remote delays. Assuming low ping, the delay is 6ms. This is hardly perceivable by humans.

alr, but is there something specific PVP gamedevs do to make their games smoother?

Basically this. This is why you see so many exploiters in every PVP game.

You’re basically left with doing this or just dealing with the slight lag of remotes.

Hey, if you ever want to make a fighting game without any delay-based netcode, you can implement rollback netcode. There’s no delay if that’s what you want, but the implementation part might be impossible in Roblox. You’d have to serialize the game state for every frame to rollback to the frame to compensate for latency.

That’s a very good method, but hard to implement indeed. Alr Thanks for your reply. Ill think about it