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When we publish a game, what are we publishing on?

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Ribasu 127
5 years ago

So we finally made our game and pressed publish. The game is uploaded somewhere on Roblox's servers. What are the resources allocated to our games? Is everyone allocated the same resources? The implications of these questions is that in performance-heavy games, it would be nice to know these numbers in order to understand the limits that we can push our games to!

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Answered by 5 years ago

The resource limits are pretty much the same for every game, whether it is a small game for you and your friends, or even Jailbreak. I would assume that you are allocated more resources depending on how many players play the game, but you must adhere to the limits regardless.

Data Store Limits

Here is a link to the Roblox DataStore limits.

As you can see there are limits to how many times you can call functions within a certain period of time, this is to prevent the servers from being swamped by requests. The number of requests grows with how many players you have, but that is only to compensate for more players playing the game.

There are also limits as to how much data you can store. The data in particular has a limit of 260,000 characters regardless of what type of data it is, even if it is a table. If it is a table, it is automatically encoded into JSON, which is essentially a string representation of a table.

Other Resource Limits

I must admit I do not know that much about this. What I can assume is that there is only one copy of the game on the Roblox servers - it would not make sense to store each player's individual copy of the game server-side. Instead I assume these copies are referenced by the game servers, which in turn are replicated by the clients.

If by "performance-heavy" you mean you have a lot of effects, it's best to try and make as many of them client-side as you can by using LocalScripts and RemoteEvents. This is because while they look nice visually, they do not affect the actual gameplay at all, so they do not need to be handled by the server.

There is no brick limit for places. As for decals, textures, sounds etc, I'd assume only one copy of those is stored on the servers, which is referenced every time it is used, so you can probably also go wild with those as well.

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If we are hosting a game on Roblox servers, we are being allocated computing resources, CPU power, RAM, etc (just like hosting on the cloud or a web server!)... this is what I'm looking for. Ribasu 127 — 5y
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