I’d advise that you take a look at your Server Microprofile dump to see what is taking up the networking.
I’ve identified the regular cause for our game of the increase in network
memory categories and it’s tied directly to bandwidth throttling.
As you can see, there’s an “Overflow” on the UpdateNetworkLoop - this I believe is because of those many, many deferred threads being executed that frame and they’re just stacking up. So whilst our game’s network send is relatively low, the fact we’re eating up a lot of the frame with other things means the server has to work harder to send the data (causing server FPS drops, increased ping, and that memory increase).
I have also noticed that UnreliableRemoteEvent calls seem to take up a huge amount of our performance budget…