What are causes high Network Receive

My game has high network receive. It’s not my internet since it’s lower on other games. What are the causes of high network receive? I’m thinking maybe something to do with remote events, but I’m not exactly sure.
image

1 Like

It could be remote events from server to client. But another factor is if you are cloning or creating a lot of instances on server and parenting to workspace as this data has to go from server to client.

Sorry i’m really really late on this but i wanted to ask a question, i have this system in my game that clones and welds a uniform from ServerStorage to the player character, and each time i trigger the proximityprompt to wear the uniform, my network Receive goes from 0-5 to 40-70 and after like 2-4 seconds it goes down again to a regular 0-5, is there any way i can fix this lag issue or i just have to live with it? (I’m aware i could just put the Uniforms folder in ReplicatedStorage but i dont want exploiters to steal them with SaveInstance)

a uniform of big enough size to cause 50-70 recieve for a few seconds doesnt sound normal. How is the uniform structured? is it a mesh? multiple meshes? or a texture/decal?
If you could show how the uniform is structured in the explorer as well as your scripting for welding it that would be great

Turns out cloning the uniforms from ReplicatedStorage instead of ServerStorage its actually less intensive just as i thought, i’ll try to figure out a way to solve that lag while keeping the uniforms inside ServerStorage.

This is probably due to having lots of visuals (models, VFX, SFX, etc) on the server.

The server has to replicate all of these “unnecessary” effects to every single client manually.

A way you could fix this is to make sure, whenever you play any effects or create any models, it’s on the client only. This significantly reduces the amount of data the server has to send to everyone, and lets the client do all the heavy lifting.

And with what you said about remote events, that can definitely be a cause for this too. Try to be sparing with remote events, only fire them if absolutely needed.

Overall, try to make the client do all the hard, visual work. All the server should do is calculate sensitive values and verify what the client is doing. Think of the server as the big boss that orders all of the clients to do the work for him.