I was working on a method that would reduce the loading times on my massive map but for some reason i noticed remote events memory leak the string data even when its cleared on the client side somehow.
The memory never goes back down and because my map is so massive it keeps ~400mb in use forever which is a lot when you’re trying to save as much memory as possible because my game is very memory intensive.
Are you sure it’s forever? iirc, the lua(u) GC runs on cycles, the frequency of these cycles can change depending on how much stress the system is under. 400mb is inefficient but not stressful for most devices.
Im talking about the clientside, the clientside has the memory leak and is clearing the data sent via the remote event.
Even if you were to have no connection tied to the remote event on the client and send a string to the client it would increase the memory even more compared to nilling it with the clientsided connection.
not sure but the memory leak should be taken care if that were the case in my situation.
Right after the string is received, the game gets stressed massively in parallel with a lot of memory getting written and cleared right after