DataStores Access and Storage Updates

That only works if you can guarantee your world generation algorithm will never change. The better answer is that they should look into converting their chunk information to/from buffers so they can optimize their usage of the storage space they are granted.

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This issue is resolved, please let us know if you encounter any other issues. Thank you!


apparently it has been fixed already.

I think people are wildy misunderstand who and what this update actually affects. And most people who are complaining just see 75% less data and think they’re affected.

Have a few personal concerns I wish to raise; no offence is intended with this by the way, just need to raise this since it seems my personal use-cases haven’t yet been accounted for in this.

This makes an assumption that we are only storing player data which is relatively small-medium sized; this unfortunately isn’t the case for many experiences. Many of my own personal experiences store building data, purchase logs, etc; all of which could either be very large or could theoretically infinitely propogate without new players entering the ecosystem (or both). This limit makes it so my experience cannot properly scale in all cases and that is very much a worry for me; even if it doesn’t end up actually affecting me for a long-time, if at all. I don’t like to put my hopes in assuming that some players will use up nearly no data to counteract the players using a ton. The previous limit of just limiting value size was significantly more scalable and put my mind at ease knowing that my experience could certainly scale properly regardless of whatever happens.

I understand that maybe there have been a few experiences hogging datastore space but this ideally shouldn’t be the way to address that. Instead Roblox could perhaps contact developers with large data sizes to discover why their data is so big, perhaps there is a valid reason for the large data size. For example, even I myself am using some very awkward data structures due to other current limitations; some of which mean duplicating data which obviously isn’t very space efficient.

I understand aswell that the majority of use-cases aren’t going to be affected by this, and even now, I’m probably not going to see any immediate effects from this. However, this, piled on top of TextChatService becoming a requirement and many other limitations / policy updates that have been added recently; have really thrown a spanner against my efforts to make some really cool tech demos.

I’m honestly having to consider whether my style of tech demos are feasible right now given the presumed shift towards just ‘covering the general use-cases’. Sometimes we do end up using technologies in less-than-average ways to achieve really cool effects and I’d at least personally like to see Roblox continue to support that; but this, along with many other changes, shows a bit of a push against that; even if it wasn’t intended to do so. Making cool datastore tech demos has just become significantly more difficult to scale; and some really interesting ones which I’ve worked on in the past are probably now impossible to release because they would in-fact likely hit these limits over their lifetime; just by their nature, even if I tried to optimise them.

All I’ll ask is if Roblox could consider what I’ve mentioned. Perhaps there’s a different way to go about this without impacting tech-demos as negatively?

If any staff wish to discuss this with me more thoroughly; my messages are open. I’d be happy to give more clarification on my current setup(s).


I use this a bit for GDPR compliance; will this break in the future and/or what does rccPlayers refer to on the new limits?

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That is great to hear!

Can you provide more information regarding the automatic compression process? For example, whether it will only attempt to compress text generated from JSONEncode or whether it will compress all text, including text within buffers.

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When does this take affect, how, and why wasn’t it already done

Decided to use the DS manager to see what the worst culprit was for my games. It’s apparently one of my tycoons, using a whopping… 223KB. I’m not worried about hitting any of these limits any time soon lol

Really, all this update tells me is to add a limit to the amount of saves I add to my drawing game. If I ever add saving anyway, I’ve procrastinated on that project for a while :joy:

Please realize that this Update rate-limiting per-experiences will cause significant problems for our Sandbox game community especially like Wubby where player’s created place are saved through compiling and datastore over SavePlaceAsync() as the game regularly have 80 active players that could be building in their world mass Data updating.

Unless, per-experiences counts user created place as experiences.
I hope to get a reply back from the roblox soon. This is worrying.

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experiencing this issue currently. my game has 600B players and i need to save 500 variables for each

This concerns me for games (like my own) that use Datastore2, which uses a separate key every time it saves to prevent data loss. It probably won’t be a big deal, but I definitely don’t like the prospect of having to somehow convert away from Datastore2.

-- my game which HEAVILY relies on datastores uses less than 1% of its limit. you’ll be fine dude

-- i don’t think your game has 600 billion players and 500 variables actually surprisingly isn’t that much data. even if you DID have 600 billion players your storage limit would scale with the 600 billion players :sob:

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i hate to be that guy but im pretty sure theyre telling a joke

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Why are we having additional storage limits on top of the per-key limits?

It breaks the assumption that storing data will work as long as its below the 4mb limit for each key…

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  1. terrible idea, never trust the client with savedata since they can modify it
  2. you wont, trust me, its basically impossible unless your one of the owners of the top 30 experiences (you arent)
  3. https requests can kind of already do this if necessary
  4. they can handle it, some games that only have about 4 GB of total data stored get anywhere around 5-15 TB of storage (from what ive seen), you will never reach this
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Why is everyone so mad about this??? You literally are never hitting the cap even if you save entire bases (given you do compression via buffers or some other method, which you should be doing anyway for stuff like this)

There are many things to complain about on roblox, the “new gen” ui which is just worse than the old one in terms of convenience and usability, the inability to detect inputs outside dock widget frames/the 3d viewport in plugins, the inability to interact with native studio widgets/actions/menus, heck even the fact that Robloxs lighting engine is riddled with weird bugs (e.g light not casting on beams/particles, light leaking through corners), but this update is NOT one of them.

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I’m just glad we finally have a way to see an estimate of unique visits for our games without using ‘welcome to game’ badges.

Used to be 4 MB per player, now 1 MB per player and required to have them.
Games like voxel building will be demolished, and only games worth making is now simulators.

Why in the world you add limits when there used to be none?
Let’s even try just assume mincraft case: 16x256x16 chunk - 65536 blocks. I don’t think games will have over 4096 diffirent blocks, and that’s 12 bits = 16 KB
It gets fully filled with chests, which contain 24 items each. 24 * log264 * 12 = 1728 bits per chest, * 65536 = 13.5 MB
So, in this worst case scenario, singular chunk will require 13.515 MB of memory.
And that’s not all. That’s JUST 1 CHUNK. World will have hundreds, or even thousands of them.
It was hard to make such system before, now it will be impossible.

Only good thing is DataStore manager thing, but at what cost?

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Technically the limit is actually higher now from what I understand. Before it was a fixed 4 MB per key but now since it’s 1 MB per lifetime player, some players might even get more than 4 MB when you account for players that only briefly played the game and never again or are not as active as your regular players. Unless the 4 MB per key limit is still here to stay. There’s also the 100 MB buffer but that’s just 100 Players worth of data.

Also what you’re saying about the chunk size, you wouldn’t have been able to save 13 MB worth of chunk data in 1 key before. Also your math is not right, first of all a chunk would rarely get filled up with blocks entirely there would be spaces that are taken up by air. Chunks wouldn’t have every block be chest blocks with the maximum items possible you are making out an extreme scenario.

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