Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

Does having parts in ReplicatedStorage cause frame drops?

Asked by
bum5Br 97
4 years ago
Edited 4 years ago

I'm making a game that will have a chunk loading system and a very intensive map that will use tons of parts. In my game the amount of parts are necessary and I can't use meshes to make up for it, so I would like to know if there was a way for me to store these parts without causing drops for mid computers and especially cellphones. My main question is if there would be a difference if I used ReplicatedStorage or ServerStorage. My first thought was that since ReplicatedStorage is constantly replicating to the client it would eventually cause frame drops, and since the ServerStorage would just stress the server, there would be nothing more than mild lag, but I really don't know. I don't want my game to run dropless or at 60 fps don't get me wrong, but I do want the less stressive option, but I don't know which one. my code currently stores the parts at ReplicatedStorage, but since my system is still at early stages I can't stress test it much. I'm also aware ReplicatedFirst exists, but to be honest I don't really understand how it operates. Does anyone have any idea what would be best for this situation?

1 answer

Log in to vote
1
Answered by
imKirda 4491 Moderation Voter Community Moderator
4 years ago
Edited by JesseSong 4 years ago

ReplicatedFirst is a container that loads before the client, it runs during the roblox loading screen, you should not really use it as a container, ReplicatedStorage is for that.

Now if you really want to not have so much parts replicated as you say, you would definitely use ServerStorage as it does not replicated it to the client.

The best option though i think would be StreamingEnabled, as Roblox wiki says it allows the Roblox engine to dynamically load and unload assets in regions of the world.. Roblox would do this for you like that but you would have to modify some scripts that way for some content that would not be replicated if player is too fast, something like using Instance:WaitForChild a lot.

Re-edited by JesseSong

0
I'll look into it, thanks! bum5Br 97 — 4y
Ad

Answer this question