> For the complete documentation index, see [llms.txt](https://pmc-docs.gitbook.io/pmc-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://pmc-docs.gitbook.io/pmc-docs/replication-modes/server-authoritative-experimental.md).

# Server Authoritative (Experimental)

### Overview

<figure><img src="/files/KXbDOleYNLNwwaFlJjSe" alt=""><figcaption></figcaption></figure>

🟠 <mark style="color:$warning;">Note:</mark>\ <mark style="color:$warning;">These movement tuning settings (Net Send Rate, Transform Encoding, Interp Speed.) are used only in Client Authoritative mode.</mark>

<mark style="color:$warning;">**They have no effect in Server Authoritative mode. Movement is simulated entirely on the server.**</mark>\
\ <mark style="color:blue;">**Server Authoritative**</mark> replication mode runs the movement simulation on the **server** and treats clients primarily as <mark style="color:blue;">**input senders**</mark>**&#x20;+&#x20;**<mark style="color:blue;">**visual receivers**</mark>.

<mark style="color:$warning;">This provides:</mark>

* Strong consistency (single source of truth: the server)
* Better cheat resistance

<mark style="color:$warning;">However:</mark>

* Network latency directly affects responsiveness
* Jitter (packet timing variance) is unavoidable, even at "okay" ping values

**Because of that, this mode is recommended only for low-latency sessions.**

<mark style="color:$danger;">**Note:**</mark> This feature is <mark style="color:$warning;">experimental</mark>. Some behaviors may be unstable or differ from expectations, and not all systems are guaranteed to work reliably in production environments.

***

### Recommended Use Cases

<mark style="color:blue;">Use</mark> <mark style="color:blue;"></mark><mark style="color:blue;">**Server Authoritative**</mark> <mark style="color:blue;"></mark><mark style="color:blue;">when</mark>:

* You need **maximum authority** and <mark style="color:blue;">consistency</mark>
* You’re building <mark style="color:blue;">**competitive gameplay**</mark> where accuracy matters more than “buttery feel”
* Players are typically near the server (same region / dedicated server near users)

**Recommended network conditions:**

* ✅ <mark style="color:$success;">**0–40 ping**</mark> (best experience)
* ⚠️ <mark style="color:$warning;">**40–80 ping**</mark> (playable, but you will feel delay + occasional stutter)
* ❌ <mark style="color:$danger;">**80+ ping**</mark> (often feels bad / inconsistent depending on jitter and loss)

> Even at “fine” ping, **jitter** can cause micro-stutters and uneven corrections. That’s normal for server-authoritative movement.

***

### <mark style="color:$danger;">When NOT to Use This Mode</mark>

<mark style="color:$warning;">Avoid</mark> <mark style="color:$warning;"></mark><mark style="color:$warning;">**Server Authoritative**</mark> <mark style="color:$warning;"></mark><mark style="color:$warning;">if:</mark>

* Your game is played across regions (EU ↔ NA ↔ ASIA etc.)
* You want **input-lag-free**, “instant” feeling movement
* Your target audience includes high-ping players

<mark style="color:$success;">For smoother high-ping gameplay:</mark>

* Use <mark style="color:blue;">**Client Authoritative**</mark>**&#x20;(Default)**, or
* Use <mark style="color:blue;">**Custom Replication Mode**</mark> with an <mark style="color:blue;">**external replication plugin**</mark> (best option when you want smoothness while keeping your workflow/feature set)

***

### <mark style="color:$warning;">Expected Feel & Tradeoffs</mark>

In this mode you should expect:

* Small but noticeable **input delay** proportional to ping
* More visible artifacts under **jitter / packet loss**
* “Heavier” feeling compared to Client Authoritative

<mark style="color:orange;">That’s not a bug,</mark> <mark style="color:orange;"></mark><mark style="color:orange;">**it’s the cost of full authority**</mark><mark style="color:orange;">.</mark>
