Doing that may also lower the place file size by a lot. I was able to get the file size on my game down to 12MB from 115MB.
Hey! Iâm curious on what you do to optimize server memory? Whatâs your discord? Iâd love to talk more.
Sorry for the really late reply. You can find it on my group page âArtefact Pixelâ. Donât hesitate to send me a DM directly as well.
Just DMed you! my discord is rapidlyy
If you arenât doing it already, all body parts (aside from the torso, and probably the head) can be completely client only. Thatâs a lot less moving parts on the server for every player you have. Especially if youâre using R15. Obviously this changes things in a major way for your game and youâll have to script things in a different way, but itâs worth it. Very much so.
You can take it even further, all static models (even non-static, but that gets complicated) on the server can be done entirely client side as well. Instead of having a copy of one model in 20 different places on your map, throw that model into replicated storage and let clients know where that model needs to be placed in the world. I even do my tools/armor/clothing entirely client side.
In my games, on the server side, it mostly looks empty with a lot of torsos with heads jumping around.
I take optimization very seriously.
I used that client-sided method a little while ago. It did reduce the server memory, but at the expense of lower general FPS since it would always be loaded in. Iâd love to talk about this further, do you have a discord I can DM you at?
We can now all be at peace. Itâs finally being added!
So far after reading this long post I can assure that this is an awful way to run game. Huge detailed maps shouldnât be stored in ServerStorage, instead new servers should be created with specified map. Thatâs why itâs called âServerStorageâ it is a storage for a specific server, it is not games/maps storage what youâre currently attempting to do.
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