They aren’t crying cause their hitting their max storage limit, were upset cause their lowering the max per key limit back down to 1mb compared to its current 4mb. People are hitting their key limit but a bunch of other keys aren’t barely using anything. Basically 60% of the limit goes unused.
Listen, It will be possible to adapt to this update, with further optimizations etc.
However, the previous data stored and game fundamentals will be a HUGE headache to store on the 1MiB data limit considering that we were granted 4 before.
People will not be able to create builds nearly as freely as they were able to do before. This update is not merely a downgrade, but WILL cause a huge logistical nightmare for coming versions and releases of coming games.
A more reasonable amount of data thresholding would be at least 2 MiB.
they are not decreasing the per key limit it is still 4mb
That isnt the issue here. The storage limits scales with each new player. But sandbox games produce data with playtime. Your data will increase just because existing players play. And it is low enough that hitting the limits are a risk.
Furthermore if roblox is downgrading one of their main selling points like this, just wait a few years where they make servers beyond a certain player count paid too. It’s not worth it to develop my games for me here anymore. Unless I make cashgrabs.
idk how much of this is CSG data but yeaaaahhh… (rbxl compression ratios kinda suck though)
(compressed size of the SSTR
chunk is 329050
lol)
this is quite a small place that just contains some character models and a baseplate. I’m also sure a lot of data in a RBXL file probably wouldn’t be used in a saved world model.
If you’re not satisfied with the current limits, then consider building your own database or purchasing storage from popular providers.
Keep in mind, Unity won’t offer better server or database solutions either that will be on you if you’re looking to make multiplayer games. Roblox is a free platform to use. You don’t have to pay anything to create here.
I understand, and thank you for that. I am not arguing or blaming you.
This only shows that the current limits, and definitely the new limits, are not ideal.
I just checked the Data Stores Manager on my testing place for a new experience I am working on that is heavily based on players’ creations,
So far, only 2 - 3 players have tested this, and it has already reached almost 5Mbs. I am going to have to find a way to shrink the data I am saving even more.
You dont need to pay a dime for servers unless you are making live service game. Dedicated server builds and peer to peer networking exists.
How is this different from what I mentioned before?
i have already used unity so i am aware of that BUT unity has offline games , exporting to known formats other than that “rbxlxbrxb…” , ads , IAP and a lot more
Go into notepad or whatever text editor. Spam some keys, copy-paste them, do whatever until your text file is one-million characters long.
Thats the amount of data each player can store.
Use this to determine whether you’ll have a problem with datastores. One-million characters is your limit.
That’s exactly what I was trying to explain earlier. most of the people complaining will never actually hit that limit.
Apologies for the confusion! CCU stands for concurrent users or the number of players currently playing your game at a given time– we will add to the post for clarity!
Additionally, requests per minute are now at an experience level instead of individual servers. We appreciate your feedback on base per server– our intent is for simplicity of use and understanding, and your feedback helps us get closer to that goal!
Yes, DataStores Manager shows your current usage and your future limit. The limits will go into effect in 2026, so usage may fluctuate in the interim.
Additionally, we are launching DataStores Observability so you can see historical trends in usage. If your experience is over the limit today, you will have a direct message on DevForum with additional information.
Your projects are not going to be one of the 30 out of 55,000,000 experiences on the platform that will exceed these new limits, and if you do, you did not design your data storage very thoughtfully, or you are an extreme niche case. Look at your current data usage, none of the people whining here are anywhere near that limit, nor do they understand just how much data storage they actually have available to them.
These limits are fine. Quit whining, go look at your games’ datastores manager tab in creator hub before you come back here.
It’s counted by lifetime UNIQUE players, not visits, so it would be quite a bit lower. Still pretty crazy though
Can somebody please tell me what this update is going to do?
And that’s the problem. These new limitations basically eliminate any chances of developers even wanting to consider making such types of games as they know it will inevitably eventually run into this new ridiculous set of limits.