Which is faster, client > server > client or client > server > clients directly read data changed by the server?

I’m curious as to which approach is overall better to reduce latency and have clients see changes almost immediately

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How, in this case, do clients directly read data changed by the server, is it via a attribute/instance value? - Is that what you mean?

arent those the exact same thing?

manually replicating/transferring data is complicated but allows you to perform your own data compression and optimizations

it really depends on what kind of data you’re trying to send

Client-Client is the best and fastest.

client to client doesnt exist anymore @lilmazen1234

Well client to client is the fastest and does exist. Just the fact that it’s the same client… using Bindable Events

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I wasnt talking about bindable events, but thank you!

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I meant Bindable events like @OfficialPogCat has said.

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But I was talking about replicating changes over the network not peer to peer

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latency cannot be reduced, it is different for each client and depends on its geographical location. as for the data, only the quantity matters. If a lot of data is sent at the same time, the receiver (client or server) will have to wait for it all to arrive, which is perceived as a delay. in conclusion, both are equal (unless I misunderstood your question).

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Network as in the entire game experience?
if so you can use messaging service