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Methods of Minimizing Bandwidth while using Remote Events?

Asked by 6 years ago
Edited 6 years ago

Salutations! I wanted to gain some insight from the many minds on scripting helpers concerning the best methods of sending data, specifically tables of CFrame's and Vector3's via Remote Events while minimizing the Bandwith. I have taken a look at Roblox's File Specifications PDF which goes over the byte size of different Roblox data types and how they are compiled, but I wanted further insight on ways of minimizing the footprint on bandwidth. I am currently looking to send a table of 15 CFrame values, at an update rate of 50 msec, however, at the expense of client-side performance, I do have a method of obtaining the CFrames if I sent a table of bool values.

The aforementioned PDF can be found at http://www.classy-studios.com/Downloads/RobloxFileSpec.pdf

Thanks!

Edit: The context of the question concerns an IK animation system in which an end effector and a mid effector exist for each Limb, however the Waist, Root, and Neck joints are not controlled via IK. I have reduced the system such that the Waist Root and Neck CFrames are determined from 3-6 values however. There still remains 8 Vector3s. I have further reduced these 8 Vectors to 4 CFrames and 4 floats. Therefore, the entire system will be using roughly 4 CFrames, 10 Floats, and an assortment of Bool values. I wish to send the data to the server at a rate of 50 msec, and have each character render the changes at their own predefined speed, which I also would like to be 50 msec. Currently, the main limiting factor I am worried about is Bandwith, as I believe I can further optimize for CPU performance.

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May I ask what it is for? - Gun / Movement animations? If either, could you build a client script to handle the animations, and put them on other player's appearance? - If that is the goal of course. hiccup111 231 — 6y
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Btw, the PDF link doesn't appear to work. hiccup111 231 — 6y
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It is currently for Gun/Movement animations as you guessed, however, I have it setup using an IK system using a end and mid effector relative to some controlling CFrame. However, this IK system is only being used for the Legs and Arms therefore leaving 3 joints unassigned. However, I have reduced it so that the conditions of the other 3 joints are defined by 3-6 float values. Zhoutai189 0 — 6y

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