Feedback on "Parallel Luau"

There is no information about server-side core count (worker count). This is a behavior that has changed over the years, leading to a lot of misleading information across the devforum. We need a source of truth for how parallel lua cores scale, on both the client and server.

Affected URL: https://create.roblox.com/docs/scripting/multithreading

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Hey korky5000, unfortunately, I don’t think we’re going to get to a level of detail here that you’re happy with. Server CPU allocation is dynamic based on player count, and my understanding is that CPU type can differ as well, with the goal of providing a consistent level of compute. So you might have fewer (faster) cores one day and more (slower) cores the next. And of course, client core count differs tremendously. The best advice we can offer here is still “don’t be afraid to use lots of actors… but not too many” with testing being the only real way of finding that sweet spot before you hit “too many.”

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Is it accurate that the worker count available for parallelization on the server does scale? A lot of information across the devforum indicates that it is capped at 3, based on the DFIntRuntimeConcurrency flag. In Studio, this is set to 8.

arent the core counts capped anyway? It dosent matter if our player has 32 cores, we can only have 2 cores for some very strange reasons