[Output Errors] Does anything in the F9 developer console cause lag?

As I’ve seen lately that even without any free models or anything walking around my map with 5 friends is perfectly fine I even threw in a couple of guns and cars and it didn’t seem to lag, than when I invited 15 more players in with us just walking around and testing stuff out the game just had barely noticeable lag spikes but when they are noticeable it just lags for 1-3 seconds than goes back. So to make things clear does increasing player count cause lag.

My second question is does output error cause lag?

Yes, not only from more player instances but from everything that is created with the player and everything that is handled with the player.

Anything you do will cause some lag, but as long as you aren’t printing out hundreds of messages every second it shouldn’t be a big source of lag. If errors in output are causing lots of lag, you should definately work on fixing the errors.

This isn’t necessarily true, it’s game specific and an isolated case. Player count does not necessarily impact performance. MeepCity, for example, is capable of running 125 player servers (recently bumped up 5) with minimal latency issues.


@FPSVision

Not necessarily, but don’t take advantage of that fact. The F9 Developer Console is still a CoreGui and is assembled using instances and background processes. Instances incur a memory cost (which isn’t too heavy as it’s done on the client).

You should probably look towards what it is you’re doing rather than inquiring if the output lags or not. You shouldn’t have much reason to print aside from debugging. As well, one of your goals in production should be minimising how many errors and warns you receive in your output in the first place.

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