Remote Event Discussion

How much the remote event loads the game?

You know, usually when I write code I have a sixth sense about how to write.
So I always had a doubt about RemoteEvent:
Does a very frequent event call heavily load the system?
I get the feeling that yes.

  • I would like to know if this is so.

P. S.
If you have any sources on this topic, please attach them in response. :kissing:

network events will queue if they can’t make it thru in one network replication step. the engine will target 30hz for network replication steps but it can’t always maintain that. fire at 30hz if you’re repeatedly sending possibly duplicate data over, otherwise don’t worry too much about it.

Just make sure your data thruput doesn’t balloon up. You can check the network sent tab on the CTRL + F7 diagnostic stats

as well as the total data & data thruput ratio sections of the ServerStats tab in the developer console.


Thank you very much for such a detailed answer. :+1:


IIRC Roblox switched over to a network step rate/tick rate of 60hz

Microprofiler appears to verify this for property replication and physics replication. Can’t confirm that’s the step rate for lua Remote’s tho

I attempted to make a benchmark test, but I’m not sure how accurate it is. A server script is firing a remote every frame, and a localscript is checking how many times that remote is being fired per second. The result hovered around 59 to 62.

roblox server tickrate

From what I know, as long as you’re only constantly firing one RemoteEvent (like one that shoots bullets for example) you should be fine, but constantly firing many is bad.

Multiple remotes is preferred over one remote. Firing one remote 10 times per frame isn’t preferable to firing 10 remotes once per frame. You should try to minimize network rates overall but packing what would be separate into one remote event isn’t a performance gain.

Oh alright, thanks for explaining it to me.