Is it efficient in games with many parts to deload the map on the server store it in a table and send it to the client to load? Would this improve server performance?
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Depends on what the server is doing, but there’s probably better ways to do it. If clients have authority over the parts, that could lead to synchronization issues, and probably a lot of exploiting. As far as I know the server really only loads the objects, what’s making you lag? Are you talking about physically simulated parts?
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No, more like static parts that don’t do anything. Moving parts will be kept on the server tho.
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