Work around for server lag?

Hello, I have a racing game that supports up to ten cars at a time in a race, and a big issue with that is the fact that clients cannot keep up with the realtime position of all cars at the same time. Thus a fix for this setting the cars to run on the server.

However that comes at a cost. Whenever the server is under stress(like loading in a joining player, or rendering all ten cars in a close pack), it will freeze all cars or put them into slow motion until the server can catch up.

What methods could I use to mitigate or control the effects of the server lagging? Is it possible to have a script tell when the server is under stress and switch the car back over to the client? I would love to know if there are any other ideas for fixing this.

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Hi there!

Have you fiddled around with Network Ownership at all? It may be the solution.
Network Ownership

Oh yes, this is why I am having this issue in the first place. I am setting the network ownership to nil(the server). Which is why any server lag is then tied to the cars.