Introducing UnreliableRemoteEvents

It will depend on your use case. For the example, if you have data that groups well together and is sent at a high frequency multiple times for per frame this can make sense. As noted you will be able to better compact the data and can send it more efficiently.

If you were thinking of trying to wait some number of frames to batch the data to try to send the data more efficiently, this approach may not be ideal - for example one approach to combat packet loss is to always have fresh data arriving, and waiting to send increases the amount of time between updates, which can make the loss be more noticeable.

Finally, Roblox will to try to combine events under the hood to make sure that things are replicated more efficiently. A good way to reason about this is try to think about your use cases and optimize accordingly. Heavy systems that require lots of events that combine well make sense to group. Otherwise most other events can be sent normally, and then you can lean on them to do the right thing.

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