[DEPRECATED] StreamX - Reduce lag and prevent map cloning

Wait I’m confused, how can it stream a script? Do you mean when regenerating part of the map a script inside a part wouldn’t be there anymore or like what?

We haven’t found a solution just yet but we’re still looking into it.

Ok, so StreamX Lite won’t use the solution for that?

No, as I said it’d support BaseParts, Meshes, and maybe other basic stuff.

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Alright, makes sense. I’m assuming parts that have unsupported instances inside would not be affected by StreamX then.

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Indeed it would not be uploaded as we have safeguards to prevent that from happening, but it shouldn’t be in the StreamX folder in the first place.

The only thing I’m going to add to your post (since I honestly agree with all of it, I wasn’t here yet when they were deciding their original plans): I really want to try and implement a system where if you don’t use StreamX then it doesn’t hurt your credit (for however long you bought it for). That way if somebody did do something like in your example, they would still have a month of credit until they start using it.

It could either be we don’t start counting until you start using it or we only count usage if you make requests on that specific day.

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Oh wow, just looked at the prices :grimacing:
Guess I won’t be able to buy it for quite a while, but I will save up my Robux to support you guys, and of course support my own game by increasing performance :smile:

Will this eventually become free in the far future? (not asking for it, just wondering if it will once it reaches a stable state)

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StreamX is not free and will not be. At some point we will offer a self hosted alternative which does not perform as well and has several performance limitations, but no development has begun. It’s more of a “We should do that” at this stage.

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Understood, thanks for clarifying :+1:

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This looks like an extremely useful technology that my team and I could impliment in our military roleplay maps!
Just a few questions though, and I apologize if they have been answered before.

How easy is it to toggle certain settings? In the demonstrations the render distance seems pretty small.

Is this client sided? If multiple players are in different parts of the map, will they only see what is in their render distance?

Will StreamX ever support lesser-detailed assets being loaded in until they come into render distance, if not already a feature?

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Very easy, there is an update delay variable (seconds between updates) and streaming throttle variable (* 10 = render distance in studs).

It is server sided, and they will be able to see what is in other player’s render distance although if you use StreamX with StreamingEnabled, it will only show the player’s render distance given the player is not within someone else’s render distance.

As of right now, we do not support that, although I will bring that up internally.

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StreamX being server sided would be the only concern, however I am sure with some tinkering around with the render distance I could work it out.
I appreciate the response and this will 100% be a product on our radar to purchase if we find ourselves needing to address preformance!

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Thanks! The only reason we have it server-side is to prevent players from tampering with the script and causing an undesired effect.

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I have been monitoring this system for a good while. And even if I put aside my dislikes, they are taking this so seriously/professionally when it’s a cough cough over-glorified streaming enabled. I really do agree that they are selling an iffy product that breaks every few days for a price that only the final product could really bargain for. No one would buy Apple phones if you could only use them 3 times a week and it wouldn’t power on the rest of the time, or buy a Netflix subscription (at 300x the market value) that you only get to use for an hour a day.

I really wish they would take time to think over what they are doing instead of pushing a half-cocked system which could be good if they weren’t being greedy. Improve your system. Lower the prices. Rethink how you’re selling it.

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Everybody seems to think this, which I dont blame you for.

The prices are about normal to help us keep our ~8-10 machines running to keep StreamX up. These will all be deplayed when the rescript is complete. Right now, I’m testing a ~100k map with the new backend and Roblox side, so I’ll update here when that happens.

Once we’re done there shouldn’t be any more issues.

Hey there! I appreciate the feedback, but I have some objections.

I don’t think we are being greedy, we are working very hard and we need money to fund StreamX services.

We are working on StreamX v3 right now and it should be blazing fast compared to the current system.

Ok so if it costs Netflix (just as an example) $1m/month to operate, and they make $1.2m/month total, they are only making $200k in profit. It costs $10/month for a subscription. They wouldn’t lower the price to let’s say $5/month as then they are losing money.

How do you suppose we sell our product? I’m just curious to see if we can make some genuine changes to satisfy the community.

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I think we may be able to lower the price by a considerable margin and still be profitable. I’ll run some numbers and make the appropriate changes.

Pricing Update

Hello developers,

My team and I have recently reviewed our prices and decided to make a change per suggestion of some of our fellow community members. The new prices are listed below and will soon be reflected in the payment center:

Plan Price (R$) Percent Dropped
One Month 250 30%
Two Months 450 28%
Six Months 850 15%
One Year 1450 22%
Forever 7500 50%

Please note, in the future our prices may fluctuate in accordance with server, community, and resource demand.

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Also to reply to your point on StreamX breaking the game if they don’t pay, if they don’t pay, StreamX simply won’t do anything and will exit automatically. No parts will be deleted, it will simply be as if StreamX isn’t there.