Rate Limit for MarketplaceService:GetProductInfo()?

Does anyone happen to know the exact rate limit for MarketplaceService:GetProductInfo()?

I’m hoping to create an in-game catalog service where players can insert their own IDs to get accessories, and to display certain vital information about the assets players are inserting I need to use GetProductInfo. My fear is that, in a game with too many people, users could reach the rate limit for :GetProductInfo. To prevent this, I need to know what the rate limit for the service is.

I’ve searched through as much as I can find, the official page for the function, MarketplaceService | Roblox Creator Documentation, didn’t have any relevant information for my question, and I searched through the developer forum for any relevant information, but couldn’t find anything substantial.

Thanks for any help or information, cheers!

Using a similar script to the one they used,

local MarketPlaceService = game:GetService('MarketplaceService')
local Table = {
	8697828215,
	8697880453,
	8697872446,
	8697842803,
	8698648139,
	7797492492,
	35686032,
	6066001918,
	4717929453,
	5804488881,
	7797594406,
	5765322674,
	2226792069,
	6594685176
	}

x = 1

while true do
	for _, TStuff in pairs(Table) do
		print(MarketPlaceService:GetProductInfo(TStuff))
		print(TStuff)
		wait()
		print(x)
		x = x+1
	end
end

I did hit a 100/minute rate limit in a server script, but going into an actual game, rather than a studio instance, had the count go up past 600 per minute. I’m not sure if this is because I was recycling the same 14 IDs, or if the limit really is that high for a 1 player game, but it didn’t really leave me with much to go off of. I could try just straight up listing 100+ different IDs but that seems like, to be quite honest, an extremely large amount of time to waste for something like this. A post I saw earlier seemed to think that the cap was 600 on the server and 300 on the client, but I’m not really sure what to make of that because I just hit ~700 with a server script before I ended the game instance.

You’re probably triggering an internal cache so it’s returning the information you’ve already queried rather than performing a new request. 100 requests per minute seems accurate but you’ll probably need a broader scale test to confirm that’s accurate (need significantly more IDs in the table).

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Yeah, I was doing some additional tests and, with different assets, I was able to hit just 100/minute on the client but 600/minute on the server. Going to have to see if these numbers stack, ie. 600 + 100/client, or what the case may be.

From what I can tell the rate limit seems to be 500/minute + an additional 100/minute for each player in the game.

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