Accessing playergui through server-script good idea?

To provide context, this server-script is only one server-script located in serverscriptservice. My reason for doing this is because I want every client to see this playergui change and doing it solely from the server rather than using a remote event (e.g. fireallclients) has actually improved memory usage for my game.

Memory usage has been reduced from 1500MB to 1200MB when I did this, so should I keep it like this or go back to using fireallclients?

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As long as the player doesn’t need to interact with the gui, then there shouldn’t be issues.

Yeah it’s just a textlabel. So I guess it’s good?

It’s bad practice, but IG it’s fine.

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Agreed, i mean yeah it works but why not just use FireAllClients in some cenarios.
Or just fire the client, im gonna assume the inbound lag is gonna be the exact same either way

I don’t understand how it’s bad practice though if it’s just one server-script that is accessing it, plus client memory usage has actually lowered.

I did use fireallclients originally but it was because it was happening quite often, like every 1 second I guess that’s why.

Thats not all that bad, i mean remotes are there for a reason, just try compressing data i guess if its overloading client/server

Okay just did a couple more testing and it seems that the memory usage is basically around the same.

But i’m not sure why memory usage was lowered so much randomly the first time even though the code hasn’t changed, I guess it just sorta happens.

I’ll stick to fireallclients, just got confused when the memory usage had lowered drastically.

memory usage on studio is not accurate, recommended to test in game.
Can flutter too i believe

I did test on the game and it’s fluttering, but it hasn’t been going above 1400-1500MB with what i’ve seen so far.

I know on studio memory usage is much higher due to both studio and the game running.

I dont think you have to worry until it reaches above 2000mb+.

Oh alright, thanks for your help sam.

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