Should I worry too much about the size of data when using Remote Events/Function

I was curious about anyone who has attempted to save placement data such as housing and furniture within has come across data issues, more specifically with the size of data.

In my game, players render houses on their own client side similar to Adopt Me (since I don’t want the server rendering houses of 20 - 35 players, the part count would be way too much). As a result, the server will hold data about the housing, and send it to clients for them to then interpret and render. I’ve been finding that use HttpService and JSONEncode, data can reach around 100,000 since you can color and place objects anywhere you like - that is including a 200 placement limit.

I understand that there is a 50kb/s limit for remotes, but so far sending data that is around 50,000 - 100,000 still seems to function well. I also added a render cool down where players can only enter housing every 4 seconds. My worry is that I am only testing these with 1 - 10 others, and having full servers may yield different behaviour and potentially break player data and rendering functions.

Has anyone ever came across such a problem? Perhaps that data is so large the client refuses to receive it since the limit has been exhausted. Testing with Adopt Me, I can safely say that they are able to have hundreds of objects place and yield no issue.