Remote event limitations?

i can’t seem to find the limitations regarding how much data can be sent to a client or multiple clients/s, or how many times i can fire a remote/s, i recall this information being available in the old dev wiki, could it be that there are no limitations regarding that now which is why they don’t show up anymore?

while i have found some answers in the forum, i still wish to know if those claims could be true, such as 15 calls per second, 2mb per event, etc.

i wish to know this so i can properly optimize the usage of remote events and balance the calls with the argument sizes.

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Roblox is not specific with them. I’ve heard of people making remote events successfully fire 20 times per second, so I wouldn’t suggest going above it per remote event.

Data limitations are also vague, not sure about them but try to keep the amount of data low so remote events don’t drop and then cause a delay due to their ordered nature.

If there are hard limits, in most cases you are unlikely to reach them

Technically the only limit is the 1000kb limit on Unreliable Remote events.

I say technically, because with the regular Remote Events, they are ‘ordered.’ When you fire one, the data joins a queue. Each piece of data is sent in order, and waits for confirmation that it was successfully sent before moving to the next in line. Because of this, someone with a fast and reliable internet connection may be able to fire a remote 60 times a second and be perfectly fine. However, someone with a slow or unreliable connection, if they did the same their queue would fill up and eventually exhaust itself, dropping any new events that’re added.

From my experience, I can fire a remote 20 times a second (every 0.05 seconds), relatively safely. I’ve never had an issue where my players have exhausted the queue, but the data I send is quite small. So, what I would suggest for you is to go into studio and start with firing the remote every 0.05 seconds. If you exhaust the queue, it’ll show up in the output. Finetune it so that message never shows up. And then when you’ve found a safe interval duration, double it to make it safer for those with slow/unreliable connections.

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This game sends the client 14MB of data via a RemoteFunction every 90 seconds and it hasn’t failed but it may lag for a quarter second. Usually I suggest sending clients smaller amounts of data periodically instead of a lot at once. There are some modules you can find on the DevForum that are able to compress data that you send through RemoteEvents.

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Not sure if they have any specific limitations.

Can’t be right considering many games send things like the camera CFrame to the server every frame on the client so at minimum that would be 60 calls a second.

The only limitation i know is that there is a performance penalty for sending lots of data. Tons of data can actually stutter and even freeze the client so likely there are no max data limits either. Though for this to happen you have to send some extreme amounts of data anyways.