Question about ReplicatedStorage

Hi everyone. I am posting this to ask a simple question. I have already looked through the forum and other locations for answers but was unable to obtain it.
I was wondering if whether having an instance in the workspace or replicated storage would allow better performance. I am coding a game that is heavily dependent on detecting attribute changes, so all available instances need to be accessible by the clients. I would most likely already have the object on the workspace but move it into replicated storage once it is not needed to be rendered in. Would this action provide better performance and less lag from transferring data? Thank you!

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I mean it is in the name. You store assets in there, and the changes that the server makes will replicate across the clients. So yes, it would probably be better to store it in ReplicatedStorage. It should save not only on rendering performance, but also reduce physics load for the server since the instance can no longer interact with anything else.

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ReplicatedStorage is only used to store stuffs both server and client.
ServerStorage is used to store stuffs for server ONLY

So there isn’t really any performance difference if you use ReplicatedStorage or ServerStorage. But it’s better to store in ServerStorage than ReplicatedStorage for security reasons, because cheaters can add or remove items from it, but not from ServerStorage.

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Thanks for the response. I understand it much better now. I have marked as solution.

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Thanks for the response. I was wondering if it is better to put an instance in the Workspace or the Replicated Storage as it needs to be available to players at all times. Thanks for this knowledge though!

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No problem, sorry for not answering correctly the question. But I had to say something else. So to conclude, it’s better to use ReplicatedStorage for reducing physics load. Have a great day… : - )

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