I have a sanity system which works like health. Therefore it constantly changes just like health. But since health is a built-in feature it does not create performance problems.
The sanity system is SERVER SIDED , so the server gets calls, a hell of a lot (Server NEEDS to know the sanity). The sanity value is a number value inside the player’s character, no modules , no nothing.
I wanna know if that would be too harsh for the server , if yes , how can I reduce the server pressure while still keeping the server updated.
2 Likes
u could make server the source of truth for this. but sending the server a number constantly is not expensive, especially if its just one number. if its a numbervalue it should already replicate to the client. wouldnt worry abt performance for something this small.
2 Likes
if its just basic math: no, not even close. the only issue is its gonna lag when other operations lag it which’ll cause laggy user interface updates.
the game has to replicate physics, world state, world changes, everyones position, the time of day, load avatars, load meshes, everything in replicated storage, everythings attributes and backend logic for APIs every single frame. the only way to hinder the other processes by simply adjusting a NumberValue is your internal logic, not the actual rate of it.
2 Likes