So I’ve been coding with FE for about 2 months now, so I’m still vaguely new to the concept. Though I know remote events and functions help transfer data from the server to the client, but I’m still a bit confused on how they affect other clients.
If one client is firing a remote function constantly, would that only lag the one client or all clients?
I tried finding information on this topic without having to make this post and I couldn’t exactly find any.
A client firing remote shouldn’t affect other clients unless a large chunk of data is being processed on the server when a client fires a remote. In that case, the processing will happen every time the remote is fired from client causing the entire server to lag. In such situations, you can use a system similar to the typical debounce method to prevent a client from flooding the event. You can also detect and kick the user accordingly if the client fires the remote too many times
Well lets say bullet tracers, the client sees them, and other clients see them. If like 10 players are all shooting simultaneously would that lag the game?