Help me on this one :')

so recently my game has been receiving a ton of errors and warnings from my output, i was just wondering if does having a ton of error or warning in client equals to making the client sided lag? what about the server sided ones?

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by lag i meant performance drop or a chance of crashing, like internet connection error and so on.

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With Luau, you can use the --!strict comment at the top of any script to see any potential warnings in code. There’s a lot that it can help you resolve just by looking at the warnings in Script Analysis as well (which is on the View tab in Roblox Studio).

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so based on my question is it a yes or no? like having a ton of warnings equals to making that side lag

I don’t believe warnings have a direct impact on performance, but you may want to consider any flaws in performance to begin with if you are having so many warnings. I am honestly blown away by that number of warnings, so you may want to take a look.

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errors in the client side can make it lag, but not that severe.

on the other hand, errors in the server side can get a lot worse. a lot worse that it can become game-breaking! this is because when an error happens in the server, it also happens to all clients and the entire game in general.

for example, if you’re using a RemoteFunction to get something from the client but it failed to get something (most likely the client leaving the game) it will throw an error to the server and it can make the server yield forever in some cases.

TL;DR client errors are typically not that bad, but in the server can get worse up to the point where the game can crash, kinda like a ‘hacking’ incident (though take note that it’s rare to happen)

im wondering does firing remote over 100 times will result to this lag? what about 30 times below is it alright?

Roblox has a built-in remote overflow limit (not sure how much); so of the 100 remote calls, some could be voided; anyways, what is the remote event for?

just like on the pls donate game where your character moves with the camera or something, cause pls donate also fires up to 100

I have seen some remote networking libraries that compresses the payload and some more things, but i am not 100% sure that this will reduce lag but you can try some out

I dont think they would create lag since theyre basically just the scripts running. Errors even stop the scripts, so i guess that would make performance even better! so lets just all start intentionally putting errors in our code

wait until you find out abt ram