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.
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.
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.
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.
Ok you keep it as that but my main finisher would just be, I am worrying about the limits and no I do not think botting will be worth it, I do not condone botting, my main question would be how does Roblox define a lifetime player, would someone who join for 10 seconds count? Someone who joins for 5 count? Or is it someone who does a input event like moving their mouse or clicking a key.
Are you compressing world data well? I have a small mining game with free private servers that have permanent world data(including lots of data that is from world versions that will never be accessible again) and my game doesn’t seem to be too close to the datastore limits.
I also have a sandbox tycoon. That one takes up quite a lot of data, but still very much within the limits
This is correct. I have an ordinary decade-old game that has 90M visits. It takes up just under the amount of data as my 2M visit game that has world saving. If your game is ordinary(not sandbox/world saving), you should have nothing to worry about. Even so, it the datastore limits seem quite flexible.