Coming back to this now, one actor, multiple scripts and using ConnectParallel is definitely the right move for my task. Even with a single Heartbeat connection with nothing inside of it, the script activity could jump to 0.3% without using what I just said.
Originally I had one actor and one script, which could essentially slow down the script when iterating through ~20 players, causing false positives. I avoided it by using task.spawn but parallel lua seems like a much more reliable option.
I tried one script and actor per player, however it still drove up script activity when it got to around 20 players. However with one actor and a script per player (under the same actor) it works perfectly. No slowdown and no script activity spikes.
20 scripts not using Parallel Lua.
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20 scripts using Parallel Lua. (ALL SCRIPTS UNDER ONE ACTOR)
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20 scripts using Parallel Lua. (ALL SCRIPTS UNDER ITS OWN ACTOR)
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All scripts had this context:
local a = 0
game["Run Service"].Heartbeat:ConnectParallel(function(DeltaTime)
a+=1
end)
Nothing heavy really, but still worth something.
Back here for the final time I promise, this is just for any possible lurkers that are interested in parallel lua but don’t know if it’s worth the switchover.
This is my anticheat with 8 players with parallel lua enabled: (Note that it never reached over 0.5%, it always stayed inbetween .488 and 0. Rarely reaching .488)
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Here’s the same anticheat without parallel lua: (Note that this reached up to 1% per player, the screenshot just didn’t get that)
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While to be fair there are differences in the scripts that probably make the parallel lua run faster not because it’s parallel but because I could create more optimizations just because it was parallel, it’s pretty insane how much of a difference parallel lua can make.