I've been using a local script to use the RenderStepped event of the RunService to create a trail for bullets. I recently decided to move the trail creator into a server side script so that the trail doesn't stop being made after the player dies or leaves the game. But since RenderStepped doesn't work in a server-side script, I was forced to use wait(), which isn't as smooth. Is there any way in which I can shorten the wait time? Or is it not possible?
COMMUNITY QUESTION
Is it possible to have a delay time smaller than 1/30th of a second in a server-side script?
1 answer
No, it's not possible.
Even if it's smooth on the server, it won't be smooth to clients. There will be variable delays, of around 100ms, transmitting to the players -- this means there's no reason to be faster than 1/30th of a second. The result will appear jittery anyway.
The robust solution is to provide minimal information necessary to each client so that each client can make it as soon as possible; e.g., firing a RemoteEvent telling all clients where the bullets are; each client then moves the bullet (locally--FilteringEnabled!) using RenderStepped.
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1 comment
It's not possible.