Server-Side Visualization Testing
A Roblox experience owned by Muy Dibujo.
OtherENnetworkinglatency testingdeveloper tool
Description (written by the developer; not a statement by this register)
View a silhouette that represents your server-side position against your client-side position in order to see lag delta in real time (ex: the "peekers advantage" phenomenon). Silhouettes and calculations are client-sided, so the true lag may be slightly inaccurate, but it also heavily depends on latency Information is broadcast by default at 60 ticks per sec. For non-testing purposes (in actual games with 10+ players), the recommended tick-rate is 20-30 per sec. Higher tick = the server updates its position more frequently, so the silhouette is smoother, trails behind less, and feels more accurate to where the server actually thinks you are. But remote events get called more often per second, per player. At 20 ticks, that's 20 calls/sec per player; at 60 ticks, it's 60. This scales with player count. 60 calls × 10 players = 600 calls = ~7.2 kb outbound Moderate/High latency (ping) is recommended for tests. Play on a VPN or something Made by NanoDaVinci just cause I was bored
Last updated by the developer 20 Apr 2026, 04:05 UTC.
Live players over time
Growth
Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.
| Measured (UTC) | Players | Change |
|---|---|---|
| 23 Aug 2026, 16:02 | 0 | first reading |
Concurrent players at each of our measurements (insert-on-change).
Like ratio over time
Growth
| Measured (UTC) | % liked | Change |
|---|---|---|
| 2 Sept 2026, 21:51 | 67 | -23 |
| 23 Aug 2026, 18:36 | 90 | first reading |
Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.