I mean there are a few ways of compressing a CFrame if you know for sure that the CFrames are causing most of the bandwidth to be eaten up.
First and probably the easiest way would be to serialize the cframe and use a compression algorithm to compress it. You would just do something like local cf = table.concat(cf:GetComponents(), ',')
, and then pass this string to a lossless compression algorithm, then pass it to the server and have the server decompress.
The issue with doing this though would be that it could be slow to compress and decompress this every time a remote is fired. Also, some lightweight compression algorithms (such as lz4) can sometimes cause the amount of data to be sent to increase instead of decrease.
Another way could be to send a position and orientation instead of a whole CFrame since orientations only have three axes of rotation, thus 6 numbers (3 for pos, 3 for rot) instead of 12.
Another way could be to send only two of the rotational vectors since we know for sure that a CFrame’s rotational components must be orthogonal. The third rotation column is just column1:Cross(column2).
Another tip to take into account is that we can round each component to, say, the thousandth instead of sending a raw decimal.
We can also get rid of zeroes if the number is between -1 and 1 (exclusive).
This is what I was able to come up with.
local function round(...: number)
local packed = { ... }
for index, number in packed do
local stringified = tostring(math.round(number * 1000) / 1000)
if stringified:sub(1, 1) == '0' then
stringified = stringified:sub(2)
elseif stringified:sub(1, 2) == '-0' then
stringified = stringified:sub(1,1) .. stringified:sub(3)
end
packed[index] = stringified
end
return if #packed > 1 then packed else unpack(packed)
end
local function toNumber(str: string)
if str == '' or str == '-' then
return 0
end
return tonumber(str)
end
local function makeVector3s(...: string)
local vectors = {}
local packed = { ... }
for i = 1, #packed, 3 do
local next1, next2, next3 = packed[i], packed[i + 1], packed[i + 2]
table.insert(vectors, vector3(toNumber(next1), toNumber(next2), toNumber(next3)))
end
return unpack(vectors)
end
local function getCompressedCFrame(cf: CFrame) -- serializes and compresses a CFrame
local pos = cf.Position
local pX, pY, pZ = pos.X, pos.Y, pos.Z
local xVec = cf.XVector
local xX, xY, xZ = xVec.X, xVec.Y, xVec.Z
local zVec = cf.LookVector
local zX, zY, zZ = zVec.X, zVec.Y, zVec.Z
return table.concat(round(pX, pY, pZ, xX, xY, xZ, zX, zY, zZ), ',')
end
local function fromCompressedCFrame(str: string) -- takes a serialized, compressed CFrame and transforms it back to a usable CFrame
local splitString = str:split(',')
local pos, xVector, zVector = makeVector3s(unpack(str:split(',')))
xVector = xVector.Unit
zVector = zVector.Unit
local yVector = xVector:Cross(zVector).Unit
return CFrame.fromMatrix(
pos,
xVector,
yVector,
-zVector
)
end
So all in all an identity CFrame would be serialized and compressed from 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1
(34 characters) to ,,,1,,,,,-1
(11 characters)
For a closer to real world example, I put a randomly oriented part’s CFrame into what I created and it gave me -4.129,.5,37.567,.707,.354,-.612,-.5,-.362,-.787
which is 48 characters .
For reference, the actual CFrame is -4.12884426, 0.5, 37.5671997, 0.707106829, -0.50000006, 0.49999997, 0.353553295, 0.862372518, 0.362372637, -0.612372458, -0.0794593096, 0.786566198
which is 147 chars. So each time it gives us about 2/3 of a reduction.
All that being said, though, compressing a CFrame so much is not very practical in my opinion, and I believe Roblox does do compression to some extent when a remote is fired. Could you maybe give some insight on how specifically you are firing each remote and what data is being sent, and how often?