I have searched through many topics, and none match my issue.
Currently, I am trying to optimize the network usage of my game as much as possible, and I need to figure out what the server is sending to the client. I have already cracked down most of it, but there are just some that I just cannot crack down at all. The one that is mostly sending a lot of data are from replications that are not from RemoteEvents or RemoteFunctions.
To be more specific, the one I am trying to crack down are the ones that is causing 40kb/s+ of data being sent when the NPCs (20 of them) spawn (not at once, at an interval of 0.5 seconds). While 40kb/s for a short time may not be bad in paper, but this is in the context of a 50 (+20 AI zombies) player server with lots of things going on.
I have tried looking for it in the MicroProfiler, but I could not find anything relating to the what data is being sent to the client. So I do not know what kind of data being sent is large and in turn, I have no clue how to solve this issue.
So, is there a way to view what data is the server sending to the client?