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Re: Help reducing latency/lag

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alij12 is not online. alij12
Joined: 03 Oct 2011
Total Posts: 1204
26 Nov 2016 10:11 PM
Does anyone have some good tips for reducing lag? My laptop is not the issue, trust me. My internet is fine. My game gets multiple reports of extreme lag and I've experience it too, sometimes ending up crashing me.

Few things about my game:
-Runs using RemoteEvents for majority of things (Since its FE enabled and the server and client need to communicate A LOT)
--Anyone has any tips to reducing the amount of RemoteEvents I use? Im new to FE.

-The map is extremley large, over 100k parts easily, Im slowly unioning the things that I can to reduce this
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XlAscensionlX is not online. XlAscensionlX
Joined: 17 Apr 2014
Total Posts: 872
26 Nov 2016 10:50 PM
I'm using 2 RemoteEvents, one for something that needs to fire every second and the other for everything else. I just pass a string along with my remote event to tell the serverscript what it needs to do.


~XlAscensionlX [Graphic Design://Scripter://Developer://]
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alij12 is not online. alij12
Joined: 03 Oct 2011
Total Posts: 1204
26 Nov 2016 11:39 PM
Wouldnt that stress that remote event and risk the loss of data? Plus I would have a million parameters then, because each event already has at least 1-3 parameters.
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TimeTicks is not online. TimeTicks
Joined: 27 Apr 2011
Total Posts: 27115
26 Nov 2016 11:49 PM
What kind of game is it?

Is it truly server lag, or is it just a delay to the client?

If its server lag then you have a few methods to back. It could either be from too many parts, lots of loops in the scripts, or the remote being fired 10000 times, or just too many scripts doing too many things.

It could also depend entirelly on the users internet connection.

Regardless if you look on the wiki 'fighting lag' it will show some tricks in hiding the lag or delay with FE


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BusyCityGuy is not online. BusyCityGuy
Joined: 17 Aug 2012
Total Posts: 2144
26 Nov 2016 11:55 PM
Definitely check for viruses in your game if you used free models.

If not, it could come down to the style of scripting you used. A lot of what players experience as 'lag' just comes down to how well you hide it as a scripter (e.g. processing certain things on client, playing a sound to cover up server delay, things like that)

-The [Guy]
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alij12 is not online. alij12
Joined: 03 Oct 2011
Total Posts: 1204
27 Nov 2016 12:05 PM
@Busy, theres no free models

@TimeTicks, I think its due to the amount of parts my game has. I improved the efficiency of the scripts and now it doesnt lag in-game, but it takes FOREVER to load the game initially. This is true regardless of internet speed.
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BusyCityGuy is not online. BusyCityGuy
Joined: 17 Aug 2012
Total Posts: 2144
27 Nov 2016 03:03 PM
Anchored parts in game shouldn't affect lag, only load time. Unanchored parts are continually processed and will increase lag. Food for thought.

-The [Guy]
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alij12 is not online. alij12
Joined: 03 Oct 2011
Total Posts: 1204
27 Nov 2016 04:38 PM
Thats the issue, load time takes forever. Im sorry, its my fault that I didnt clarify that.
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