GetRequestBudgetForRequestType doesn't reflect the limits described on the DevHub

Hello!

I might be getting confused but I’m currently looking into dynamic auto-saves based on the GetRequestBudgetForRequestType method, however when running it in-game, I’m getting very high budgets that seem inaccurate based on the limits described on the DevHub.

The first one is high, :GetSortedAsync, shouldn’t it be lower? Same thing for the :GetAsync one, I can make 300 requests? What? That doesn’t seem right to me. Same with :UpdateAsync. Doing the math using the formulas on the devhub article website leads me to believe that I should have 7 available GetSortedAsync requests and 70 GetAsync requests, not 21 and 300.


Am I doing something wrong/misunderstanding the article, or is the article wrong?

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This might be correct, depending on your MaxPlayers, what is it?

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50 players but only 1 person (me) was in-game.

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Apparently it’s 60 + numPlayers × 10, which would be 610 if there’s only one player…
Interesting numbers for sure, but not too sure as I don’t need to use that function.

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I don’t think it would be 610, it should be 70 because of the rule of PEMDAS, essentially 60 + (1*10) = 60 + 10 = 70, so I should have 70 requests, not 610.

Regardless, I sent a PM to bug support so hopefully they’ll get back.

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Yes, when looking over it again I forgot to add () as I quickly went over it.
70 is correct, however you getting 300 is weird though, if it’s only you in the server.
In order for it to be 300, you’d need 24 players in the same server…

Regardless, I sent a PM to bug support so hopefully they’ll get back.

Yeah, they can probably look into this behavior.

Edit –
Seems like GetSortedAsync() is wrong as well, as it would be 7 requests per minute if there’s only 1 player in the server, but yours show a result of 21, which would require 8 players.

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Yeah, I mentioned that in my original post. It seems like all of them are inaccurate.

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Yup, saw that.
Wonder what they’re doing since they released it.

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