One megabyte is 8 megabits, and things like use megabits (abbreviated as Mb). Well, in the networking world, mega bits are used to measure things like speed. And 5 megabytes… isn’t that much nowadays, right? Now, we all know Roblox servers are suboptimal compared to your average dedicated game server. 5000/1000 (kilobytes in a megabyte) is 5, which means you have 5 megabytes being sent out per second. If you have a player cap on your game of 50, and each player is receiving 100 kilo bytes per second, that means your server is sending 5000 kilo bytes per second. Although, I think that the best way to put it is this. Less data and calls means lower frame times, lower ping, easier for players with packet loss & bad connections, and overall a better experience. Why should I care about the amount of data being sent/received?īecause that’s integral to your game’s performance. Test was run w/ 200 blank remote calls sent per frame. This performed way better than I expected it to. It also has numerous features such as :FireAllInRange, and :FireToMultiple. BridgeNet is a networking library bundled with features to make optimizations easier, alongside optimizing remote events itself.
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