I’m not a beginner to attributes but I was just wondering what their use cases are like in terms of performance.
Say: I wanted to display each player’s ping (ms). It’s more so just a visual thing, would it be better to use an UnreliableRemoteEvent and send the ping of all players? Would it be better to use an attribute and stick with roblox’s built in replication? Or is this just another case of useless microoptimizing where the performance difference is negligible?
I have no idea, but I am sure its probably negligible, if you only use one UnreliableRemoteEvent, you can send all the players pings at once in a table or even in a string and separate it with string.split, but I would just go with whatever is easier in this case
For your use case, the perf/net diff is negligible.
But the ground truth is that a buffer-serialized (8-bit? integer) over an unreliable remote event will be faster than an attribute (which triggers a larger chain of updates and such) paired with a table to keep and receive user pings.