Discussion on the topic here, if you'd like to see the current progress on figuring it out:
I've successfully stopped all WalkSpeed changes, allowing a 16 walkspeed max, thus stopping "some" speed exploiting.
My problem is, however, that there is a new way to "speed exploit", by adjusting the animation speed. I've been researching animations, animationtracks, animation speed, etc., though I've not found a way to locate the AnimationTrack if you weren't the one to declare it.
This poses a problem, as I cannot index the AnimationTrack to find when it changes, and, upon changing, reset the animation speed to be the default speed.
I've been looking at everything I can find on the subject, though I've not been successful.
If anyone can find where to locate it, so I can effectively stop speed exploiting, I'd be greatly appreciative.

6 comments
Do legitimate users' frame rates really never deviate by more than 2 frames above 60?
Merely, I tried this, and it doesn't seem to work. If you go as the Wiki states (sticking the localscript in the workspace), it won't run, as it's a localscript, and requires a player. If you stick it in the startergui, it removes everyone, no matter what.
The Wiki doesn't actually suggest you put the script in the Workspace, it just suggests that as a way of creating it in Studio. Really, that line doesn't belong in that article.
Changed the line to instantiate the script in StarterGui since it was confusing anyways.
I did stick it in the starterGUI, but as said, it removed everyone, no matter what. Seems like a very unreliable system?
Yesterday the client team tried an optimization to speed up physics/rendering speed, but it has the side effect of making GetRealPhysicsFPS have false positives. They rolled back the change, so you should try the script again.