How to optimize big map

Look, you stop. If it’s effective then it’s worth doing it, if it just brings hardly security and ruins players experience then it’s not.

I don’t understand what since this makes. Tell me this. If an object is parented to ServerStorage can it be accessed by the client? Yes or no.

Yes but if server parents it to workspace so the client can see it, safe or no?

The client can’t take it from server storage.

But if you clone the item from server storage to workspace, the client can directly take the item from workspace.

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You didn’t even bring source at all, you made this “big games use this method” made up.

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No. Murder Mystery 2 does this. I can prove it to you.

This person is wondering whether he can load in a map “bit by bit”:

Look at this forum:

I’m not making anything up. I’m not just pulling it up out of the side of my neck. It’s facts. Roblox itself uses methods like chunk loading to load extremely large maps.

They use content provider service. They dont do the clone from serverstorage method.

I’m not talking about cloning. I’m talking about parenting. So you’ve admitted that the client can’t access parts in serverstorage, and they can when it’s parented to workspace.

that wasn’t what I was talking about. I was talking about the client being able to take items from workspace.

so why store it inside of replicatedstorage, where clients can access it 100% of the time, rather than serverstorage where clients can access it 50%? More security. And I don’t know where you got that “Performance > safety”, which is NOT true at all. What’s the point of having a great game with players, If someone can just hack it, and get you AND your game banned… Am I crazy or something?

I’m talking about the fact that you always want to keep it secure as much as possible. So storing it inside of serverstorage is safer.

sorry, I don’t want to argue, just explaining it.

Yeah you are. How is storing maps in replicated storage making hackers ban you? That’s the most hilarious post I’ve heard.

Because I’d the player got ping. He would fall off the map. You would need like the best internet to handle this system

But when I lag I still see the map, which proves murder mystery does not use your method but instead replicated storage.

what? that makes no sense. the method is supposed to REDUCE lag, not completely stop it???

i’m just suggesting a method. i’m not here to argue.

Yes, And your method is doing the opposite. You need some decent internet to handle this system since your gonna need to do this every second

Just trying to tell you why it won’t work.

alright, good sir, if you insist

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okay I’m just not trying to be rude, OK? he just wants decreased lag and not securing map. I’m just trying to tell you why it won’t work. Do what you want, but if it’s bad then you know why it is.

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