I made topic about optimizing large amount of players, thanks to it i found out bullets may be main problem
I used math from this video to cast bullets:
I also saw network latency is huge when creating a lot of raycasts and use unreliable remotes to send bullet’s position and next point it should travel to
I used it but then network overload was 20x larger than it should be, i though on calculating bullets on client but it comes with a lot of security checks and lag compensation issues
I think your networking isn’t on point if its overloading.
security checks are also not neccesary as the trajectory on the server should check for hits.
You should only replicate the bullet (as model) being fired and moving along the trajectory.
I did everything to optimize networking, i used unreliable remote events and send only data i needed to replicate bullet, but it didn’t helped reduce bandwidth with 1000 bullets, which is average amount that will be replicated
Problem is that i can’t simply not replicate some bullets as this may break entire gameplay, imagine player shooting from machine gun with invisible bullets, it would be terrible
EDIT: Also problem is on network itself, not on client side
But how do i visualize a bullet? if trajectory is balistic projectile, calculating it both on server and then on client wouldn’t be that performant, right?
thx, but i don’t like using open-source modules, as they feel limited to me, can you describe what they do? ik part cache stores instances to be reused, to reduce instance.new, but what byteNet does? some sort of buffering data?
thx for suggestion, but open-source modules are limited to me and i don’t like to use them, i prefer to seek for other solutions than relying on someone’s else job