They are literally giving the platform even more storage. All that’s changing is how exactly it’s allocated and by which variables.
The compactness doesn’t matter, sandbox game’s generate data over time, but storage limits increase with new players. Once you established an existing playerbase, you no longer get more limit, but you now get more data produced every play hour which brings you closer to the limit and complete breaking of the game.
What is going to happen once this update goes into effect?
Can yall explain what would happen if the limit were to be reached? Would the datastores explode, would the affected games automatically close down or something else?
If you’re building Minecraft 2 in Roblox, by the time you achieve enough players and enough daily activity for this to be a concern, you can definitely afford higher limits, even if just by premium payouts alone.
Enough with the weird nonsense hypotheticals, very few people in this thread even have games that break 5000 CCU.
For clarity, the new limit includes a 100MB baseline (which >99.99% of experiences are under) and a scaling 1MB per lifetime player, impacting fewer than 30 experiences today. Additionally, data will be compressed for storage.
You can track your current limit and usage in DS Manager, and we’ll soon release DS Storage Observations to help you monitor historical trends.
all of your experiences will have a limit for the amount of data you can store which is 100mb + 1 * life time players
If you have a small game with dedicated playerbase, such as 200 ccu but not many new players. You will hit the limit quite fast. And won’t be able to afford more storage.
200 CCU and minimal monetization has been paying for my groceries. Please stop making up hypotheticals.
you’re underestimating how players like to consume games that offer this kind of user-generated gameplay. A single user might not be able to use up this storage space on their own, but what about multiple users building large things in their user-generated worlds?
I know from experience with a game I used to maintain that players will create some impressive things in games even with limited tooling that would definitely test or even push these new storage limits. To the point where I figured that SavePlaceAsync
was better to use for said game.
These new limits only serve to hinder me with a new game I was planning, which I had originally believed I would be able to store in a DataStore in a chunk-based format but this now has me concerned that some players will end up making a few large enough worlds to hit these limits and has me considering just using SavePlaceAsync
again.
please just tell us what would hypothetically happen after 2026 if you were to reach the storage limit, and whether or not this is just going to be another way to secretly yearn for IDs from people for expanded storage options
roblox HQ explodes and you go to jail for the rest of your life
The issue here is they may introduce even more limits further down the the road. It’s not about “Oh its probably not going to happen” Its about the risk.
Why should we have to pay, whilst roblox takes 70% already
This would be a problem if you assumed there was zero limits. It’s almost certainly not going to be a problem if you were constraining yourself to the existing-for-several-years 4MB limit.
Stop making up fearmongering nonsense, thanks. There is zero reason to think this other than your own jaded pessimism.
For the vast majority of experiences (over 55 million), you’ll actually have more storage available due to the 100MB baseline or the 1MB per scaling lifetime player. Fewer than 30 experiences are currently forecasted to hit the limits.
If your experience is one of them, we’ve already sent you a DM with options before the limits take effect in 1 year.
These what-if scenarios when only 30 experiences total have actually gone over these new limits is tiring. This thread is a back and forth of the same talking points and it honestly seems like nobody has an idea of how much 4MB is or the actual impact of lifetime players as a metric for this.
Good luck to those who will still try to make sense in this thread - the resistance is strong.
The difference is that the existing limits were per datastore record, but these new limits as far as I can understand are global, for all data across the entire game’s datastores. If these limits were per record it wouldn’t be so much of an issue.
You can do some math to figure out if this will affect you based on your planned storage format, but I would bet not unless you’re doing something absurd that you shouldn’t be doing (such as generating and retaining a massive world and having the player play in 1% of it). Even free-form building should be fine provided you take steps to compress your data and store it intelligently.
Again. Only 30/55,000,000 experiences currently exceed these limits. There’s innumerable building experiences on this platform already.