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Re: How much can the server handle?

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doneyes is not online. doneyes
Joined: 21 Mar 2008
Total Posts: 3466
07 May 2013 08:44 PM
I want to make a single player experience by spacing levels out (out of render distance from other players) that way it's easier on the server.

However, there are moving parts and AI bots animated using CFrame. If all of this stuff is running (out of render distance of course) how much impact will it have on the server?

Keep in mind that the server is only keeping up with moving parts, but other players wont get lag because they will only see what they render.
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dave2011 is not online. dave2011
Joined: 02 Oct 2010
Total Posts: 10581
07 May 2013 09:28 PM
nb4 roblox sees this post and makes servers really laggy unless the owner of the place has bc
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KillerKyle is online. KillerKyle
Joined: 29 Jul 2007
Total Posts: 6371
07 May 2013 09:36 PM
That makes no sense dave.

Computers have automatic settings. Computers will only render as much as they can before lag kicks in. That's why some players have shadows off. There computer turned them off. You can easily bypass of course.

My point is, if it is out of the rendering distance, the player will not lag. But the server is still doing the work, so other moving parts may suffer, depending on how much data we're talking.
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chris1989 is not online. chris1989
Joined: 30 Nov 2007
Total Posts: 2520
07 May 2013 09:38 PM
Only one way to find out and thats build it. Alot affects lag: Scripts, Parts, Players, Loops, Moving parts, Events, and more. They put stress on the server the hard part is finding the balance for your game.
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KillerKyle is online. KillerKyle
Joined: 29 Jul 2007
Total Posts: 6371
07 May 2013 09:41 PM
View > Script Performance

This will tell you what scripts are causing the most stress.
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clanky4 is not online. clanky4
Joined: 21 Oct 2009
Total Posts: 389
07 May 2013 09:44 PM
I have found that on my gamen which deals with building only, the most it can take before there start being are around 17,000 bricks. Once you get up into the 20,000s you can start to expect crashes for players who do not have top of the line computers.

But since you are spacing everything out it should be mostly fine. Which does seem to help.
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doneyes is not online. doneyes
Joined: 21 Mar 2008
Total Posts: 3466
08 May 2013 05:53 AM
Brick count isn't quite the issue. It's the AI. Once I have a lot of them going, the server game gets slow. But then again it was on my computer, not on the server. Render distance is infinite on my PC so I'll do a stress test on the server.
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doneyes is not online. doneyes
Joined: 21 Mar 2008
Total Posts: 3466
08 May 2013 06:01 AM
I put in 50 levels which is 200 AI and the player was perfectly fine, but the server was having trouble staying in order.
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digpoe is not online. digpoe
Joined: 02 Nov 2008
Total Posts: 9092
08 May 2013 06:16 AM
Why don't you use CurrentCamera? That way the client does all the work and the server only needs to act as a way of playing online.
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doneyes is not online. doneyes
Joined: 21 Mar 2008
Total Posts: 3466
08 May 2013 06:45 AM
I can't run scripts in the current camera. Local scripts work, but they don't fire events and stuff. I don't know how to reformat my code to work.
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digpoe is not online. digpoe
Joined: 02 Nov 2008
Total Posts: 9092
08 May 2013 06:49 AM
Ah, I see.
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doneyes is not online. doneyes
Joined: 21 Mar 2008
Total Posts: 3466
08 May 2013 06:53 AM
I didn't want to abandon this project, but I see no proper way to do this. So no one knows how to use localscripts in the current camera? Like making a click detector.
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TheAwesomenessDude is not online. TheAwesomenessDude
Joined: 17 Jul 2011
Total Posts: 11602
08 May 2013 07:07 AM
Use the localscripts in the backpack. I'm pretty sure that scripts do not run in the CurrentCamera.
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TheAwesomenessDude is not online. TheAwesomenessDude
Joined: 17 Jul 2011
Total Posts: 11602
08 May 2013 07:11 AM
And if you want to fire events, I assume only certain bricks (not all) need to fire events, so those bricks you can make server-side, while the 'scenery' brick that don't do anything can still be local.
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doneyes is not online. doneyes
Joined: 21 Mar 2008
Total Posts: 3466
08 May 2013 09:41 AM
I thought about doing that, but the stuff that is causing the lag needs scripts to run. How can I convert one of my scripts to work in a local script? It doesn't fire events. Just some tables and loops. (Its the AI)

AI are causing me the lag.
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doneyes is not online. doneyes
Joined: 21 Mar 2008
Total Posts: 3466
08 May 2013 09:43 AM
Maybe the local scripts arent working at all because they are in the camera. Okay Ill see about running them from the backpack. It will be harder to do though.
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