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Cool idea of how to make FE less percievably laggy

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NetworkReplicated is not online. NetworkReplicated
Joined: 22 Dec 2010
Total Posts: 330
01 Feb 2016 12:29 PM
As you may know, most client>server communication does not affect the server. The best way to get around this is Remotes (Functions&Events). As you may know, depending on the server load these may take a while to load. So, if you take advantage of the fact that even though client>server doesn't affect the server, it affects you.

E.g.



if I wanted to make a part colored, i'd do


game.ReplicatedStorage["colorRemote"]:FireServer(workspace.Part,BrickColor.new("Brick red")) --sets it red for server


Instead of just that, where it takes some time to show for the player, you should do this:
workspace.Part.BrickColor = BrickColor.new("Brick red")--sets it red for client
game.ReplicatedStorage["colorRemote"]:FireServer(workspace.Part,BrickColor.new("Brick red"))--sets it red for server

See what I mean?
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morashsPeasant is not online. morashsPeasant
Joined: 06 Jan 2011
Total Posts: 4944
01 Feb 2016 12:31 PM
ohh kay...
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OzzyFin is not online. OzzyFin
Joined: 07 Jun 2011
Total Posts: 3600
01 Feb 2016 12:35 PM
due to latency I do every visual thing client side

FireServer(change)
--do change this client's side

FireAllClients(plr,change)

OnClientEvent(plr,change)
--check if plr isn't localplayer
----do the change


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DermonDarble is not online. DermonDarble
Joined: 04 Jun 2015
Total Posts: 2576
01 Feb 2016 12:36 PM
I think most people with an understanding of networking know to do this

|-/
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WolfgangVonPrinz is not online. WolfgangVonPrinz
Joined: 24 Oct 2013
Total Posts: 4656
01 Feb 2016 12:45 PM
@Demon, 1+ for us


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NetworkReplicated is not online. NetworkReplicated
Joined: 22 Dec 2010
Total Posts: 330
01 Feb 2016 12:53 PM
@above of course, but some people here have no clue about networking so i thought i'd share that info with them
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LegendaryAccount is not online. LegendaryAccount
Joined: 02 Jun 2010
Total Posts: 13193
01 Feb 2016 01:05 PM
But now try and clone something then there would be 2 models for the client


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TickerOfTime is not online. TickerOfTime
Joined: 02 Sep 2012
Total Posts: 2030
01 Feb 2016 01:53 PM
Anyone with networking experience would know this is cancer.
Don't send userdata over REs, unless you _absolutely_ must.
A much cheaper (faster) method is to do something like this. Either parse a string or use the name.

```
RemoteServerEvent:Fire("workspace.Part", "BrickColor", "Red")
```

that is much faster than sending userdata.
If you want to be even faster, define some number codes to use

```
RemoteServerEvent:Fire("PartsName", 0x0B, 0x05)
```

If you have the server check the numbers and do stuff accordingly, you can save a *lot* on latency.
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85db is not online. 85db
Joined: 22 Jan 2011
Total Posts: 254
01 Feb 2016 01:58 PM
Where do you learn this stuff?


~CrayBray
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WolfgangVonPrinz is not online. WolfgangVonPrinz
Joined: 24 Oct 2013
Total Posts: 4656
01 Feb 2016 02:35 PM
@85, wiki, experience, common sense and this forum


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NovusTheory is not online. NovusTheory
Joined: 14 Oct 2009
Total Posts: 4532
01 Feb 2016 02:36 PM
@85, wiki, experience, common sense and this forum [2]
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85db is not online. 85db
Joined: 22 Jan 2011
Total Posts: 254
01 Feb 2016 02:37 PM
mk, ty. I'll stick around then.


~CrayBray
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WolfgangVonPrinz is not online. WolfgangVonPrinz
Joined: 24 Oct 2013
Total Posts: 4656
01 Feb 2016 02:40 PM
It's worth it. You'll meet some really cool people who are amateurs and enthusiasts, and then eLunate, who can be terrifying and brilliant in equal measure. But to truely be inducted into this forum, you must post '^' here: http://forum.roblox.com/Forum/ShowPost.aspx?PostID=161053264

Now, go in peace, brother


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TickerOfTime is not online. TickerOfTime
Joined: 02 Sep 2012
Total Posts: 2030
01 Feb 2016 02:43 PM
O lol sorry. Better way to make it faster, if you are a stuck-up prick about 3 bytes.

Change `0x0F` or whatever to one character.
Example:

```
ServerRemoteEvent:Fire("PartNameHere", 'F', 'B')
```
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TimeTicks is not online. TimeTicks
Joined: 27 Apr 2011
Total Posts: 27115
01 Feb 2016 02:54 PM
Well danm, I've been sending userdata over REs because its easier to manipulate things lol...
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