I have a 50 player game and I've set it up to do one GetAsync() when a player joins, and one SetAsync() when a player leaves.
On the wiki, it says the datastore request limit resets every minute, and on a 50 player server, that would mean I'm allowed to have 560 datastore requests per minute.
I've set a "print" command to tell me when the server is sending requests, and according to the server output, only about 5-10 requests are happening per minute on my server.
However, I'm getting a bunch of warning telling me the requests are going on queue, why? I'm only sending 5-10 a minute, and I have a maximum of sending 560 a minute. Why are they going on queue? (Someone with datastore experience explain?)
EDIT: IM NOT TESTING IN STUDIO. I'm testing IN-GAME on ACTIVE servers with real players. There are 50 players online. I am looking at the F9 window for the Server Logs. I set up a print command to tell me every time players are getting their save or saving. Looking at the actual log, it's telling me that im having 5-10 saves/getsaves per minute. Thats why I am confused why its queueing the requests.
Players are actively telling me they are losing their saves.

8 comments
Im not answering your question but asking one, is it 560 RPM for a 50 player server, or a server with 50 players?
It's a server with 50 players in it, and I did the math from the wiki for RPM, which would be 560 (for me)
The Studio data limit is far below the actual data limit, so it will fill up much faster than the actual in-game limit.
I am testing the in-Game limit. I'm going on active games with 50 people online, and these queues are happening.
Im doubtful i can help but maybe post your script so others can see if maybe you've missed something.
Okay, I'll do that, thank you
Just out of curiousity what kind of game do you have where you require 50 person servers?
I don't require 50 person servers, but its an RP game with a large world, and 50 person servers just make it more interactive