Note to myself (Client sends unnecessary physics data to the server):

Post this in Bug Reports > Engine Bugs when it becomes available.

Title: Client sends unnecessary physics data to the server

When a player is the network-owner of a part, they become responsible for computing the physics of this part and sending relevant information to the server, so that the part’s trajectory and collisions may be replicated to other clients. However it seems that clients also transfer physics data related to parts that only exist locally. The server then recieves those packets and ignores them, since the part doesn’t exist on its end. This results in the client sending a lot of unnecessary data, which could have been dropped rather than sent to the server.

This place spawns a large amount of client-side parts for testing.
clientside_data.rbxl (24.8 KB)

After playing this game for less than two minutes, we get:
sf3

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