Should particle emitters be server or client sided?

I’ve heard people say in the past that all particle emitters should be replicated to the client using remote events and stuff from the server, but I’ve always ever had particle emitters running directly on the server (mainly because I’m too lazy to write a whole client replication system).

is having particle emitters on the server a big deal? and are there any advantages / disadvantages of having particle emitters on the client instead?

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While on server side they use network traffic for particles replication which does not happen if they are on client side.
Also client-side particles allows using “player preferences”, that is, you can have “settings” in your game with, let’s say, “performance mode” check box, so it’s possible to show different amount of particles on different clients.

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Only issue is the wait before those particles render on the server, a client replication system is an easy build, i usually just put all the player characters into a folder in workspace and calculate the distance between them, if there are players in close proximity then fire to all those clients, or you can put a local script in each character in proximity with a loop and run the particles from that.

With there being no wait to render particles and the network traffic being almost nothing for particles on the client i would just make the replication system, especially if you want a lot of particles running all the time.

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