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table: every time a player ticks a setting (on/off), it sends a remote to the server and either adds or removes them from a vfx table. the server only fires the players in the vfx table, to reduce load
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attributes: every time a player ticks a setting, it sets a playerattribute. the server loops through all of the players and then only fires the ticked players’ clients, to reduce load
options 1 and 2 would probably be rate limited to avoid remotes being spammed but yeah
3 traditional: client receives, and if they have a local setting enabled, then vfx will render
- other
any opinions?