Is it bad to create a second DataSave to restart the game?

Hello, for my game I would like to create a new datasave to replace the first one in order to test my game in real conditions, like a new player. I would like to know if compiling several saves (but only one is activated, so the others are somewhere in the DataStore but inactive in the game) can add lag, latency in the game? Thanks

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For sure you can do this. Try to just remember what was your old datastore name

If I understand correctly, the datastore has no (or almost no) relation with the game, right? Even if I create let’s say 100 different saves but only use one in game, then the other 99 saves will not be implemented at all in my game? I’m trying to understand how it’s possible that the previous (and following) saves have no consequence on the game

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The performance hit would be useless data within the same datastore. They hold a limit of 1 million characters, but having to return and parse 1 million characters over a network will be slower than trimming your datastores as small as they need to be. If you have a datastore holding several million characters, but you never ask the api to return it to the server for you, it’s not going to affect the place since it’s cloud-based and not saved within the experience file.

The best practice though would be to nuke any old or bad data. If you know a store is never to be used again consider wiping it and reusing its name rather than creating anew and abandoning data on the cloud.

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Thank you for this answer. However I read on the forum that it is impossible to erase a datastore save and that the saves are therefore permanent, so they advised to create a new datasave. Do you know how to erase a DataSave?

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You can remove only single async with :RemoveAsync() but you can’t clear whole datastore (you can’t get list of all keys) but you can manually remove every key (kinda not efficient way)

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