High network usage when welded parts are not moving

Reproduction Steps

replication_testing.rbxl (61.8 KB)

I originally created this place to test how well Roblox optimizes replication of many parts welded to a single part.

The place contains a 25x25x25 cube of parts all of which are welded to a single part.

That single part is anchored, and has a script inside that makes it rotate.


Expected Behavior

I expect network usage to be very low when none of the parts are moving.

Actual Behavior

When the part is rotating, network usage seen in the developer console sits at around 7KB/s. If I then disable the script that is rotating the part, the network usage shoots up to 33KB/s, which is the opposite of what you would expect to happen. This could cause a lot of unnecessary network usage in certain games.

Here is a video showing the behavior


Issue Area: Engine
Issue Type: Performance
Impact: Moderate
Frequency: Constantly

7 Likes

Thank you for the report. It looks like this is a problem with the Developer Console and isn’t related to your welded parts, since it happens for me even on an empty baseplate. Either way, we’ll look into it!

3 Likes

We believe the Dev Console issue is fixed. Please let us know if you’re still experiencing any issues.

This thread was linked here

They don’t seem the same as what’s reported here, but I still get a high recv whenever I open the dev console. Has nothing to do with parts movement/etc.