Max Player Count Increased (in Beta)

This is incredible. But I have a question. What is the science behind making roblox more optimized for bigger games. And i don’t even mean for streaming, I mean with the plans i think roblox has to make games look MUCH bigger, this update is an example. 700 players in one server is a lot. Reminds me of like AAA mmo rpg things with like thousands of people on one server and that kinda thing. But how is roblox achieving this, and taking the strain off of the client?

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Really nice update that would be very helpful for my new game thank you for increasing the limit player count!

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Did they changed the Humanoid as they said? Because, if I make my game more people, it will actually lag. With 30 people it lags, I don’t want to see with more… (My scripts ain’t lagging, mostly are my models the one that causes lag because I used UNIONS) well going back to what I was saying: I hope the lag gets reduced for many games at least a bit, cuz my game map is supper huge and is hard for people to find each other.

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Thats a lot of players! wow :tada:

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I think this is amazing buuut roblox servers shut down from adopt me servers so I dont think it will do well with 700 players :confused:

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We need to be able to disable default player replication before this is even remotely practical. There will be serious privacy concerns when a single person can track the activity of all 700 players in a server.

With respect to performance, replicating every player in the server, to every other player in the server does not scale for huge servers! The complexity with just managing this many players as they come and go on the client is impractical, especially considering how inefficient CoreScripts have been in the past. Here are a few posts I’ve made about this:

https://devforum.roblox.com/t/what-are-the-largest-performance-culprits-right-now-for-huge-servers-100-200-players/559595/13

Edit:
While it’s doable to have search-for-player functionality in the core menu that uses a RemoteEvent, it may also be necessary to trust developers with a ReportAbuse API similar to PromptSendFriendRequest. Here’s why:

  • It’s unreasonably difficult to find a player in a list of 700.
  • Usernames like “iilIlIl11illII” are unreasonably difficult to search for.
  • Usernames could potentially contain non-latin characters someday, and we can’t expect players to be able to type characters from every alphabet.
  • A context menu that enables the user to report the specific content in question is a much better UX.
  • Developers could supply moderation with helpful game-specific context. (It would need to be server-side for this though, which isn’t an easy design problem.)
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If roblox even wants this to be remotely lag free they need to completely rework humanoids, thats the biggest thing holding 700 players back right now.

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Just imagine a:

  • Server Anti-Exploit checking the 700 players at the same time.
  • 600 players clicking a button that fires a remote event at the same time.
  • People exploiting, many people flying around and speed running.
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Finally my overly paranoid network and script optimizations will bare fruit.

On the serious note, remotes (and whole networking in general) will have to be reworked as I really don’t see how a server can handle replication and chat for 700 users. It’s not an issue of too many messages being displayed as a proximity filter is easy to implement, but just thinking of a 700 strings remote queue is somewhat painful.

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We’ll be releasing further optimizations throughout the rest of the year.

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And soon enough we will push it to 1000 players!

Just kidding, but I do wonder if this will become a forgotten feature. Very few games have even 50 players, so I wonder how it will affect the platform as a whole.

Also, I think it’s time we ditch the drop down menu. The player count sizes are getting too big! We might as well just type in our number then have the website clamp it to the max players. The dropdown menu seems a bit much. If we keep going and expanding player count then we will be scrolling through options forever! (Or again - not doing that and just ignoring the extra player count)

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I’m excited to see this feature. At least one game I work with would benefit this as once a month as we often fill a 200 player server.

Unfortunately we often have to bring the count down as malicious players spam the chat remote event and bog down the server. Hopefully adjustments are made to not just game services but default roblox systems (such as the chat) to ensure they can continue running under this type of strain.

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As laggy as 700 player servers sound like, at least the performance improvements will be useful for current 50+ player servers, which is always good.

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Pretty cool cool!

The servers are going to crash like really

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Roblox has always been an amazing platform for developing some sort of MMORPG. Think about the free servers, load balancing, economy, etc. It just needed some of these (hopefully shipping soon) improvements on server performance.

I’m very excited for the future of games on Roblox with huge amounts of players. It’s amazing to think, in the future, anyone will be able to quickly implement such a system that would be 100x less work than it would be a few years ago.

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I just can’t wait to play open world games without constantly being reminded why the map felt extremely lonely. I can’t wait to see how a thousand player server would look like!

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WOAH, I will try to make a cool game for 700 players

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One such use are Roblox theatres and their corresponding shows. The more people we can fit into a game, the more people can come to see our productions since we only run for a limited time.

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Thats a problem I have too, roblox’s very old limit of 20 to 50 players works great with the drop down but 700 is just bad design.

Robloxs filter has been heavily criticized for blocking way too many false positives. I’m sure there’s a super good reason that numbers are block but it makes it near impossible to talk to a <13 in game chat. Worse it doesn’t even block some of the things that it’s meant to block, I know the filter isn’t perfect and I don’t expect it to be, no one does. But for a platform with this much growing player base and a focus on community shouldnt make communications that hard to do.

Is it? That would explain the glitches on high velocity forces.

200 player servers are pretty rare but imagine a war simulation with 700 players especially something like line battles. I’m not much of a action fan but that would be pretty neat.

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This is really awesome! Improving engine performance with the addition of increased max player count :smiley: