Introducing UnreliableRemoteEvents

Both Unreliable and regular remotes actually operate under the UDP protocol, But Unreliable just strips away the overhead, so it is closer to the performance of directly using UDP

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uh, just do this instead

print(objectInstance:IsA("UnreliableRemoteEvent")) -- true or false
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I think they mean a property to make a remote event reliable or not, not to check if its a reliable event or not.

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As soon as I saw the title I thought this might be some silly person making a silly post on the developer discussion page lol.

So things like game settings, car horns, car headlights and similar should use UnreliableRemoteEvents?

Will there be such things as UnreliableRemoteFunctions, UnreliableBindableEvent and UnreliableBindableFunctions too?

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Anything you dont need to be reliable. Lets say particles, when someone shoots a gun a particle is spawned at the hit position, and all players receive that position from a Remote Event.
Since you are shooting the gun many times per second, it does not matter if sometimes the event does not reach the server or client. So to not block the queue of events you can use unreliable events.

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Wait a minute, I think this could work for something I have in my train system (While the train is moving, it may update a CFrame of something depending how high something is, its currently done on the server but I will move it to client if a unreliable event will improve the performance).

So would using unreliable events improve performance?

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Yes, in fact it can really improve performance. Specially when, in this case, where you are updating the position of something using remote events.

But, if you are just updating the CFrame in a server script and not using any remote, the server is actually replicating that CFrame to the clients automatically. Im not sure this would improve performance in this case.

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This DOES sound strange to me because Iā€™m not in any ā€œdeveloper circlesā€ at all.

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Unreliable sounds pretty funny cause yknow, unreliable

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Those are all oxymorons, unreliable functions canā€™t exist because when you fire one you always wait for the other side side answer back resulting in infinitely yielding code should a package be dropped (unordered remote events and functions are different story though and should be implemented).

Unreliable bindables canā€™t shouldnā€™t exist because the data sent doesnā€™t cross the client-server boundary in the first place.

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Challenge accepted!

function UnreliableBindableEvent:Fire(...)
    if math.random() < 0.5 then
        fireInternal(...)
    end
end
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It would have to be very use specific for the improved performance. Client FX are a good use for it. Broadcast messages to a player might be another good example because it doesnā€™t matter if the Player gets the message 50 ms later than it would have before. Basically anything that doesnā€™t require an exact order or exact time for the remote event to fire but also non-vital at the same time because as was said at the top, too many in the queue will be dropped to make way for the more vital ones that are guaranteed to fire.

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Its for a trains pantograph (The thing on top of a train that gets power for electric trains)

So basically while the train is moving the pantograph will go up or down depending how high the overhead wire is.

Currently, thereā€™s a heartbeat event and it raycasts and set the rotation of the pantograph on every heartbeat.

Iā€™m thinking, what if i make an unreliable event that fires to all clients or fireserver would that improve performance or whatā€™s the best way? Leave it or update it

FYI: I want it to update for all players

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Regular remote events work with TCP whereas Unreliables work with UDP. TCP by itself is reliable, sends an acknowledgment message back to the sender, and ordered. UDP, on the other hand, is only sent once and if the packet is lost, there is no way for the sender to know as there is no acknowledgment message in the first place. UDP is processed as received whereas TCP is processed on an ordered manner because events are associated to a number that increments for each TCP sent (IIRC)

Correct me if iā€™m wrong, but there is no other protocoles that exist in between those two, as in: With Acknowledgement but not associated with a number for ordering. Again, correct me if iā€™m wrong. As far as I know, itā€™s not really something Roblox can do anything about unless a new Transfer Protocol of some kind is made.

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My guess is that using unreliable remote events will improve performance.
But you will only know if you try.

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If itā€™s not vital to the train movement, more like a special fx, you wouldnā€™t need to use an event, just have the Clients do it for you. :wink:

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I hate you for this, now implement UnorderedRemoteFunction and UnorderedReliableRemoteEvent and I will forgive you.

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But I want it to show for all clients not just the driver? So I would need to use an event wouldnā€™t I?

I donā€™t think I could use Network ownership because Iā€™m pretty sure thatā€™s only for physical stuff and not CFrames.

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TCP will assemble out of order packets back into order, UDP wonā€™t even try. In how Roblox is using TCP/UDP Iā€™m not sure because you can use UDP to answer back that a sent UDP packet was received not caring about the order, but again, one or both of those send or receives could be lost along the way.
I think you are correct though, there exist no in-between version of the two protocols that we use on the Public Internet anyway. :face_with_raised_eyebrow:

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The Clients should be about to modify that part on their end without any input from the server unless the server is also modifying that part, then it overrides the Client. In your example, a Client script that replicates that action would be used and if you want to turn it on and off, you could still use a Remote Event to tell the Client to turn this effect on or off as needed, but it could also be automatic on the Client. I would go for the easiest coding route unless it wonā€™t work without events?

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