What is Roblox's consumption of data determined by?

Please tell me if this is the wrong category.

So I see a lot of games that consume more data, like Arsenal and Phantom Forces.

arsenals consumptino of data

While other games like doors consume much less data.

image

Even with 12 players in a round, the graph usually stays the same.

What is this determined by/dependent on?

the amount of received data for everything in game that is replicated from server to client
for example, if you fired a remote containing 1 number then the Recv will increase on the client by 8 bytes because its a double/64bit
and if you changed a part position from the server the server will send the new Position to the client (8bytes,8bytes,8bytes) 24 bytes ig that is why tweening on server isn’t recommended in most cases (whenever the server sends something to the client)

I didn’t make a fps game before so idk how its reaching 100KB/s
but a game like doors don’t require a lot of replication that is why it has low Recv
smt like this
player.clicked a door
send remote to server
if door is valid then open it for all players
continue
while an fps game would need to replicate a lot of things like all the flying bullets (not sure)

but roblox has introduced a buffer library which can be used to send less data
for example a number is a double/64bit by default you can use the buffer library to send a 1byte unsigned integer which will range from (0,255)

Thanks!

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