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does filteringenabled reduce lag?

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lol4you2 is not online. lol4you2
Joined: 27 Apr 2010
Total Posts: 337
15 Feb 2015 07:08 AM
^
or the opposite?
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lol4you2 is not online. lol4you2
Joined: 27 Apr 2010
Total Posts: 337
15 Feb 2015 07:18 AM
[^]Bump[^}
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BothAngles is not online. BothAngles
Joined: 01 Dec 2011
Total Posts: 9604
15 Feb 2015 07:41 AM
it lags badly i suggest not using it
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eLunate is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
15 Feb 2015 07:48 AM
Pros
+ Can feel more responsive if you're handling your client model right
+ Can be faster if you're handling your network model right
+ Can be more secure if you're handling your server model right

Cons
- People are bad at using it
- It has a bit of a learning curve to it if you're not used to it
- If you're not handling your network model right, it is reaaalllyyy slow.
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filiptibell is not online. filiptibell
Joined: 10 Mar 2013
Total Posts: 2362
15 Feb 2015 07:57 AM
eLunate, I've always wondered;
Could you give some example of things that are inherently bad to do when setting up your networking model? Or just general stuff that would make the game feel less responsive when using FilteringEnabled? That would be great. Maybe even good enough for a stream? :D

~The herp lerped a derp~
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eLunate is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
15 Feb 2015 08:33 AM
A general rule of thumb would be to infer as much as possible. Roblox gives the RPCs an identity, which means that you can make sure each RPC target knows as much about itself and its own behaviour as you can.

An example would be putting an event and binding into a block, so that it can infer behaviour from that block, instead of using a central event and passing a block and its details as arguments
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