I think people are misrepresenting how much data a game actually uses.
Unless you’re storing massive user-generated open worlds, this will not affect you. Through my years developing, I don’t even think my data ever exceeded 0.1MB per player.
I think people are misrepresenting how much data a game actually uses.
Unless you’re storing massive user-generated open worlds, this will not affect you. Through my years developing, I don’t even think my data ever exceeded 0.1MB per player.
I have experiences where most players use a small amount of data storage, but very few can end up using a lot. I am still very far below the total storage limit, but are there any plans to increase the data limit per data store key from 4mb to anything higher? The 4mb storage limit per data store key is already very generous, and most players never get near the limit. But I think it would be useful to allow a higher limit per individual data store key if you have a lot of extra unused space in the total storage limit of an experience, if that makes sense.
Still there is more constraint on developers. the already low 4mb we had per user is now 1mb.
well i have 0.20 kb per user in average is that bad and how can i improve it ?
There are two calculations used by Roblox here.
As I explained above, most of your lifetime players will never reach 1MB of data used. Four people joining randomly and dropping off give you enough space for one player to reach the data cap for their DataStore entry.
To verify this yourself, you can check the page Roblox linked here: Error codes and limits | Documentation - Roblox Creator Hub
The Storage Limits section is different from the Data Limits section that describes the 4MB limit.
ok now that i’ve properly read this. This affects building games quite drastically.
We’ve always run under the assumption that we could use 4MiB for each build file separately from each other, now this is going to be a much larger logistical headache for us. It would be better if you just didn’t add this limit but I guess it pleases investors to cut costs.
The other solution is to give us a proper way to save UGC build or world files using Roblox’s asset system in a way where it doesn’t expose the asset to the person who created this. This has been an issue with CreatePlaceAsync
and CreateAssetAsync
.
roblox is literally broke so they are prioritizing their top experiences , that is all !
Brookhaven has 61 petabytes of storage then? Which costs around £8Million if using SSD
could not they take the 1m dollars of the hunt mega edition for better data stores ? or the 1.8 b of the cube 3d ai slop ?
You should be able to see your current usage and limit in the Creator Hub now, under the new “Data Stores Manager” section. I’m currently under the assumption that this will barely affect most developers and use cases, however a building game like this would be an exception to that.
Out of the top 55 million experiences, there is a very small number of experiences, less than 30 total, that are currently over the limit.
Given this quote, I imagine most games probably don’t have to think about these problems and limits unless they were being overly excessive.
I’m assuming you’re calculating based off visits, but Roblox calculates per unique player that has ever played your experience. This is unobtainable publicly as far as I’m aware.
We shouldn’t have to rely on the amount of players that randomly join the game and leave.
As much as it is nice to have 4MBs of data per key, the increment of 1mb per user is VERY low. Games that store in-game player creations such as buildings, recordings, items, even multiple slots (which means the player is able to play multiple characters in the same game and they all have to save…). I can easily see that getting to more than 1mb per serious player.
This.
The limit shouldn’t need to exist in the first place, if nobody’s hitting the limit anyway, outside of a few fringe cases, whats the point of adding it? It feels like a non issue that Roblox is doing to please investors with the lie that it’ll cut costs (when it really wont).
yeah this will make the idea of a building game for new developers is impossible unless you will not save them
don’t do this update, this will end smaller games
I’m being realistic. My personal experience is with a game that has considered moving player data off to a custom solution due to data store limits per key - I’m familiar with the problem. We’ve had to implement inventory limits and manually handle problems of data loss because of select players reaching the data limit constantly.
Despite this however, we still barely scratch at our total limit:
I’m not arguing against an increase to this limit, but it is lifetime players and not CCU/DAU/MAU/etc.
I’d personally love to see an increase to both per-key and total storage. I’m just trying to help clarify the reality most people will face as there’s a lot of confusion.
i aint readin allat can someone tell me if this is bad
Yeah it’s bad, Roblox is now implementing a maximum datastore size for all experiences. Whilst most probably won’t hit this limit, voxel / world generated games are basically not possible anymore.
With the current cut roblox takes from your revenue, and the constraints they set on developers. Also being behind as an engine compared to other engines but still focusing all their efforts into ai tools no one needs.
Is roblox still worth it…
it is bad for custom creation games which is made by small/new developers , in conc there is now a limit for the data you store in your experience “not per data store but per experience” which is 100 mb + 1 mb * life time users