You’re absolutely right that the limits are designed to be very generous — small games can focus on finding the fun without worrying about scale, while larger games can easily scale as needed. The goal is to make sure everyone, regardless of size, has the resources they need to succeed.
Will there be any APIs provided that would help developers predict how much storage space something they want to store will take up with this compression factored in?
Also, are there any plans/discussions of any form of rules for data such as being able to have some data (and possibly data that would be linked to it?) automatically deleted if it has remained untouched for a specified period of time which would help developers try and keep from reaching their storage limits faster?
I like the data store manager page and see it as useful for debugging a players data in case it somehow corrupts or is no longer usable in future versions of game.
Also it seem they want to increase limits soon but also tell developers to be careful how much data they saving.
Can we have some information considering building/sandbox games with these new limits? A lot of players in my game have made many builds that approach the current 4MB limit. Before, each player had 4MB * Number Of Save Slots of data, but now they’ll only have 1MB shared across all their saves. This is very problematic for devs that work on building games such as myself, as multiple players with massive builds can quickly take up all the data in the store.
In addition what about games that let people have private servers (example: ER:LC) and customize them, before 4mb per key was fine and easy to do.
You’re absolutely right - Our goal is to ensure the broader community has access to platform resources. Lifetime players are key here, as we’re enabling experiences to serve players who may have only played a little while ago, even years back.
Regarding your question, the 4MB per key limit is currently a technical system limit, and there are no plans to increase it at the moment. However, this is great feedback, and we’ll continue exploring ways to improve in the future!
I have been wanting to develop a super-immersive sandbox/simulation game for a while now and over the past few years Roblox has introduced too many updates than I can count which negatively impact my ability to make this game. I’m just so tired of this.
I want the player to be able to save hundreds of large worlds with thousands of dynamic parts, and also have version history under each world. I want to be able to save EditableImage pixel data to generate a thumbnail for each world. This is a massive amount of data and can very quickly get into multiple MBs per player, even though it’s super compressed. With the new storage limits, I’m not sure if my game will even be possible anymore.
Then again, if we automatically get an extra +1MB for each of the thousands of players that will simply join our experience without ever doing anything, maybe the free storage space generated by those users will be enough to account for it. I don’t know. This is still worrying.
Agreed. I am in the same boat, I am working on a open world simulator game that heavily requires the use of datastores for businesses, buildings, jobs, departments etc.
This is a worrying update.
(Lifetime Players)
What defines a lifetime player?
You don’t know anything about how that game is storing data. Please quit spamming this thread with things you do not understand just so you can entertain yourself. You’re burying replies that contain actual useful information. Thanks.
Ah yes, I can make a voxel game but I don’t understand how data works. I am not spamming anything. I am expressing my concerns. As I have told you, the way these limits scale, constrains developers. Even if this instance say won’t affect that much (it does) the next constraints to come will and things will get worse.
Every unique player that has ever played your experience, ever.
A follow-up question then, will PlayerDataService which is in the works use data stores as a backend and face the same limitations? It’d be really nice to have an increased limit, despite how rare it is to typically face it.
What if someone just spams bots (because we know how well Roblox handles bots) and just artificially increases their cap.
Dose roblox suport saving buffers to datastores? If so, this can be helpful for compressing data.
It is possible to store some data inside 4 bits, less than a single byte, although it dose require some knowledge of bitwise operations.
It would be cool if there was a module that abstracts the buffer away so it can be treated like a C structure. This could simplify updating previous infrastructure for more data compression.
I tend to store individual scores per weapon per user, but only when the player reaches above 100 score, this also accounts for buying things, so players can get a refund, should an emote ever removed and this may affect me, mainly the global weapon storing.
I remember asking the datastores team for this type of functionality a while back, glad to see it’s finally being added!
I doubt it matters much overall. The weight of natural players coming and going will matter more than trying to utilize bots.
I know but if someone just spams bots (do not do this btw) and just artificially increases their storage, what is the prevention to it?
Well, despite how some people are trying to make it seem like Roblox is greedy and solely appeasing investors, I doubt Roblox cares one way or another if this happens.
You’re worrying too much about the limits thinking it’s going to be even worth botting in the first place. I’d prefer to avoid spamming the thread with quick back and forth replies on the same thing, so let’s keep it at this.